add wilderness rules
minor fixes
This commit is contained in:
parent
f65d0e68d1
commit
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@ -1,6 +1,6 @@
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{
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"name": "planar-vagabond",
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"version": "0.12.3",
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"version": "0.13.0",
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"description": "",
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"main": "index.js",
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"scripts": {
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@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
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<div class="rulesMenu">
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<div class="rulesVersion">
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Version 0.12.3 / 2024-02-25
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Version 0.13.0 / 2024-03-04
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<!--
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<%=site.version ?? '0.0.0' %>
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<%=site.lastUpdated ?? '0.0.0' %>
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@ -15,7 +15,7 @@ A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature wit
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| ----------------- | ---------------------------------------- |
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| **Hit Dice** | 5 (22hp) |
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| **Armor Class** | 14 |
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| **Attacks** | 2 (+4) @ 1d8 (claw), t (+4) @ 1d8 (bite) |
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| **Attacks** | 2 (+4) @ 1d8 (claw), 1 (+4) @ 1d8 (bite) |
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| **Movement** | 40' |
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| **Saving Throws** | D12 W13 P14 B15 S16 (5) |
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| **Morale** | 9 |
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@ -25,3 +25,9 @@ A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature wit
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</div>
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If target is hit both claws in same round, they must **Save vs Paralysis** or owl bear hugs for an extra 2d8 damage.
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#### Short Stat Block
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```
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> HD 5 (22 hp), AC 14; MV 40'; 2 (+4) @ 1d8 (claw), 1 (+4) @ 1d8 (bite); AL N; ML 9; XP 175
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```
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51
src/pages/bestiary/shade.md
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51
src/pages/bestiary/shade.md
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---
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title: Shade
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description: The shade creature for OSR gaming.
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date_pub: 2024-02-22T22:34:16.000-04:00
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section: bestiary
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content_type: feature
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short_code: bsh
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---
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Dark, incorporeal, intelligent, and wholly malevolent (living) creatures that look (and move) like shadows.
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<div class='headlessTableWrapper'>
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| ----------------- | ------------------------------------- |
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| **Hit Dice** | 2+2\* (11 hp) |
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| **Armor Class** | 12 |
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| **Movement** | 30' |
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| **Attacks** | 1 (+2) @ 1d4 + strength drain (touch) |
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| **Alignment** | Chaotic |
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| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
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| **Morale** | 12 |
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| **XP** | 35 |
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</div>
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- 5-in-6 chance of having stealth.
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- Immune to damage from non-magical weapons.
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- Immune to sleep and charm effects (including spells).
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- Groups of 4+ may be led by a higher level shade (1d4 HD higher).
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### Strength Drain
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- Targets lose 1 STR on a hit.
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- Lost STR recovers after 1 hour.
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- Targets reduced to 0 STR become shades, serving the one who turned them.
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### At Higher Levels
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<div class="dividedTableWrapper">
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| HD | HP | AC | Atk Mod | Damage |
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| :---: | :-: | :-: | :-----: | :----: |
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| 3+3\* | 17 | 12 | +3 | 1d4 |
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| 4+4\* | 22 | 12 | +4 | 1d4+1 |
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| 5+5\* | 27 | 13 | +5 | 1d4+1 |
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| 6+6\* | 33 | 13 | +6 | 1d6 |
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[Higher-Level Shades]
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</div>
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@ -11,7 +11,7 @@ short_code: css
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| ------------------ | -------------- |
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| **Minimum Crew** | 6 |
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| **Minimum Crew** | 12 |
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| **Length** | 125' |
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| **Beam** | 30' |
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| **Cargo Capacity** | 25 tons |
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@ -14,90 +14,154 @@ This list documents all known arcane spells in the multiverse.
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### 1st Level
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1. Charm Person
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2. Detect Magic
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3. Floating Disc
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4. Hold Portal
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5. Light (Darkness)
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6. Magic Missile
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7. Protection from Evil
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8. Read Languages
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9. Read Magic
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10. Shield
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11. Sleep
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12. Ventriloquism
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1. [Calm / Scare](/spells/calm.html)
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2. Charm Person
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3. Chromatic Orb
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4. Color Spray
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5. Dancing Lights
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6. Detect Illusion
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7. Detect Magic
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8. Floating Disc
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9. Glamour
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10. Hold Portal
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11. Hypnotize
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12. Illusory Sound
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13. Light (Darkness)
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14. Magic Missile
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15. Phantasmal Force
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16. Protection from Evil
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17. Read Languages
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18. Read Magic
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19. Shield
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20. Sleep
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21. Ventriloquism
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22. Wall of Fog
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### 2nd Level
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1. [Continual Light (Continual Darkness)](/spells/continual-light.html)
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2. Detect Evil
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3. Detect Invisible
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4. ESP
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5. Invisibility
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6. Knock
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7. Levitate
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8. Locate Object
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9. Mirror Image
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10. Phantasmal Force
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11. Web
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12. Wizard Lock
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1. Blind / Deafen
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2. Blur
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3. Captivate
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4. [Continual Light (Continual Darkness)](/spells/continual-light.html)
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5. Detect Evil
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6. Detect Invisible
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7. ESP
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8. False Aura
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9. Hypnotic Pattern
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10. Improved Phantasmal Force
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11. Invisibility
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12. Knock
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13. Levitate
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14. Locate Object
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15. Magic Mouth
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16. Mirror Image
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17. Phantasmal Force
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18. Quasimorph
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19. Web
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20. Whispering Wind
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21. Wizard Lock
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### 3rd Level
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1. Clairvoyance
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2. Dispel Magic
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3. Fire Ball
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4. Fly
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5. Haste
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6. Hold Person
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7. Infravision
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8. Invisibility 10’ Radius
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9. Lightning Bolt
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10. Protection from Evil 10’ Radius
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11. Protection from Normal Missiles
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12. Water Breathing
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1. Blacklight
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2. Clairvoyance
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3. Dispel Illusion
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4. Dispel Magic
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5. Fear
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6. Fire Ball
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7. Fly
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8. Hallucinatory Terrain
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9. Haste
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10. Hold Person
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11. Infravision
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12. Invisibility 10’ Radius
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13. Lightning Bolt
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14. Nondetection
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15. Paralyze
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16. Phantom Steed
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17. Protection from Evil 10’ Radius
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18. Protection from Normal Missiles
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19. Rope Trick
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20. Spectral Force
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21. Suggestion
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22. Water Breathing
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23. Wraithform
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### 4th Level
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1. Charm Monster
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2. Confusion
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3. Dimension Door
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4. Growth of Plants
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5. Hallucinatory Terrain
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6. Massmorph
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7. Polymorph Others
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8. Polymorph Self
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9. Remove Curse (Curse)
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10. Wall of Fire
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11. Wall of Ice
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12. Wizard Eye
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4. Dispel Magic
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5. Emotion
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6. Growth of Plants
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7. Hallucinatory Terrain
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8. Illusory Stamina
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9. Improved Invisibility
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10. Massmorph
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11. Minor Creation
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12. Phantasmal Killer
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13. Polymorph Others
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14. Polymorph Self
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15. Rainbow Pattern
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16. Remove Curse (Curse)
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17. Shadow Monsters
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18. Solid Fog
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19. Veil of Abandoning
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20. Wall of Fire
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21. Wall of Ice
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22. Wizard Eye
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### 5th Level
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1. Animate Dead
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2. Cloudkill
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3. Conjure Elemental
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4. Contact Higher Plane
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5. Feeblemind
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6. Hold Monster
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7. Magic Jar
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8. Pass-Wall
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9. Telekinesis
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10. Teleport
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11. Transmute Rock to Mud (Mud to Rock)
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12. Wall of Stone
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2. Chaos
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3. Cloudkill
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4. Conjure Elemental
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5. Contact Higher Plane
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6. Demi-Shadow Monsters
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7. Feeblemind
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8. Hold Monster
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9. Illusion
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10. Looking Glass
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11. Magic Jar
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12. Major Creation
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13. Maze of Mirrors
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14. Pass-Wall
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15. Projected Image
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16. Seeming
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17. Shadowcast
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18. Shadowy Transformation
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19. Telekinesis
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20. Teleport
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21. Time Flow
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22. Transmute Rock to Mud (Mud to Rock)
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23. Visitation
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24. Wall of Stone
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### 6th Level
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1. Anti-Magic Shell
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2. Control Weather
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3. Death Spell
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4. Disintegrate
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5. Geas (Remove Geas)
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6. Invisible Stalker
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7. Lower Water
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8. Move Earth
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9. Part Water
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10. Projected Image
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11. Reincarnation
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12. Stone to Flesh (Flesh to Stone)
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1. Acid Fog
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2. Anti-Magic Shell
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3. Control Weather
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4. Dream Quest
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5. Disintegrate
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6. Geas (Remove Geas)
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7. Impersonation
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8. Invisible Stalker
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9. Lower Water
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10. Manifest Dream
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11. Mass Suggestion
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12. Mislead
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13. Move Earth
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14. Part Water
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15. Permanent Illusion
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16. Projected Image
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17. Reincarnation
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18. Shades
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19. Stone to Flesh (Flesh to Stone)
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20. Through the Looking Glass
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21. Triggered Illusion
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22. True Seeing
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23. Vision
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24. Word of Death
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20
src/pages/magic-items/stone-of-blinding.md
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20
src/pages/magic-items/stone-of-blinding.md
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@ -0,0 +1,20 @@
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---
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title: Stone of Blinding
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description: A magical rock that causes a blinding flash of light on command.
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date_pub: 2024-02-18T21:02:20.000-04:00
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section: magic items
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content_type: feature
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short_code: m1sb
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---
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<div class="imgWrapper">
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![A stone of blinding, created with [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/stone-of-blinding.jpg 'A stone of blinding')
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</div>
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A piece of pumice with rounded edges, about the size of a human fist.
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- Once per day, when the wielder says the command word, the rock emits a blinding flash of light in a 60' radius.
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- All unaware creatures within the range must **Save vs Paralyze** or be blinded for 1d6 rounds.
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- The command word is in Or'bokk'i, and is difficult for most races to pronounce.
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@ -14,13 +14,13 @@ short_code: uha
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The general steps to take when exploring (dungeon, wilderness, etc.)
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1. **Setup**: Referee describes the situation
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2. **Marching Order**: Party determines general exploration process
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2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
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3. **Complication Check**: Referee rolls the complication die to see what effect it has.
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4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
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5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
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- Dungeon: 240'
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- Wilderness: 12 miles
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- Wilderness: 6 miles
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6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
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@ -100,6 +100,74 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
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</div>
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#### Wilderness Exploration
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- Distances and non-magical ranges are tripled (yards rather than feet).
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- Areas of breath weapons and spell effects are still measured in feet.
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**Flight**
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- Unless stated otherwise, flight distance is double that of overland travel.
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- Flight speed is not affected by terrain.
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- Winged beasts may be used as **mounts**, carrying riders or cargo based on the mount's HD:
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- 3 HD: May carry a creature 1/2 the size of a humanoid.
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- 6 HD: May carry a creature the size of a humanoid.
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- 12 HD: May carry a large creature (ex: horse)
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- 24 HD: May carry a huge animal (ex: elephant)
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**Foraging**
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- May be performed while traveling at normal pace.
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- Party has 1-in-6 chance of foraging enough for 1d6 characters
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**Hunting**
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- Takes a complete day (no travel or resting possible).
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- Party has 1-in-6 chance of encountering game.
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- This is in addition to normal random encounter chances.
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<!--
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**Light**
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A full moon (or fog, heavy rain, etc., during daytime) with a
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clear sky will create an area of dim light. Otherwise, night
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and very thick fog will create darkness. See the Dungeon
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Adventures section for the effects of darkness.
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-->
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**Losing Direction**
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- At the start of each day, referee should roll to determine if group loses direction.
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- Chance of losing direction depends on terrain being traversed:
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- Grasslands, plains, clear: 1-in-6
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- Hills, mountains, woods, barren areas: 2-in-6
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- Swamp, jungle, desert: 3-in-6
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**Overland Travel**
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- The distance in miles that a character can travel overland in a day (16 hours) under normal conditions (and clear terrain) can be determined by multiplying their base movement rate by .6 (or 3/5).
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- 10' / round => 6 miles / day
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- 20' / round => 12 miles / day
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- 30' / round => 18 miles / day
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- 40' / round = 24 miles / day
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- Some terrain affects overland speed while traveling through it:
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- Maintain roads: Increase speed by 50%.
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- Hilly, wooded, or desert terrain: Decrease speed by 33%.
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- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
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- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls).
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- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls).
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**Sight**
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Characters can usually see 3 miles around (in clear terrain).
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- Range of sight may vary based on terrain (ex: less in wooded area, more on an overlook).
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### Encounter Procedure
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1. **Check Stealth**: Referee rolls for stealth, if applicable.
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