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Difference between revisions of "AD&D 2Espell Macros"

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(Level 2)
(Level 2)
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====Level 2====
 
====Level 2====
 
{| class="wikitable"
 
|-
 
| '''Dark Fire''' by Elena S.
 
|-
 
| <nowiki>&{template:2Espell}{{title=@{selected|token_name} casts Dark Fire}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere= Travelers}}{{range=Touch}}{{components=S, M}}{{time=[[2]] segments}}{{duration=[[@{selected|level}+1]] hours}}{{aoe=Special}}{{save=None}}{{effects=The darkfire spell provides a small, lightless campfire when cast on a bronze brazier. This fire puts out heat and bums, but emits no light in the normal visible spectrum, nor does it create smoke.
 
Objects set ablaze by the dark fire bum normally, emitting both smoke and light. The area of effect is equal to the size of the brazier, to a maximum diameter [[@{selected|level}]] ft.
 
A bronze brazier is required to cast this spell into.}}</nowiki>
 
|}
 
{| class="wikitable"
 
|-
 
| '''Hold Person''' by Elena S.
 
|-
 
| <nowiki>&{template:2Espell}{{title=@{selected|token_name} casts Hold Person}}{{splevel=Level 2 Priest}}{{school=Enchantment/Charm}}{{sphere=Charm}}{{components=V, S, M}}{{time=[[5]] segments}}{{range=[[120]] yards}}{{duration=[[2*@{selected|level}]] rounds}}{{aoe=[[1d4]] persons within a [[20]] ft. cube
 
}}{{save=Negates}}{{effects=Holds affected humanoid creatures of man size or smaller rigidly immobile until dispelled or the duration expires (does not affect Undead).
 
The spell affects persons targeted by the caster within the area of effect. If only two persons are being targeted, each rolls their saving throw with a -1 penalty; if only 1 target is selected, the saving throw is made with a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell.
 
Held creatures cannot move or speak, but can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The caster can end the spell any time.}}</nowiki>
 
|}
 
{| class="wikitable"
 
|-
 
| '''Lighten Load''' by Elena S.
 
|-
 
| <nowiki>&{template:2Espell}{{title=Lighten Load}}{{splevel=Level 2 Priest}}{{school=Alteration}}{{sphere=Travelers}}{{components=V, S, M}}{{time=[[2]] segments}}{{range=[[30]] yards}}{{duration=[[@{selected|level}]] hours}}{{aoe=[[10]] ft Cube}}{{save=None}}{{effects=This spell reduces the weight of equipment, supplies, and other objects by 50%. Weapons, supplies, and even disabled characters can all be made more portable by use of a lighten load spell.
 
This spell affects one pile of objects whose volume is equivalent to a 10-foot cube; after the spell has been cast, the affected objects can be divided among several characters or mounts. The spell has no effect on magical items.
 
An object affected by lighten load can be used normally; the spell has no effect on an object's mass, texture, size, strength, or other physical features.}}</nowiki>
 
|}
 
  
 
====Level 3====
 
====Level 3====

Revision as of 02:36, 25 February 2017

Contents

Spell Macros for AD&D 2nd Edition

This is a compilation of spell macros written for use with the Dungeons and Dragons - Advanced 2nd Edition (simple sheet) character sheet found in the roll20 sheet library.
To add your own macros to this wiki page please edit the appropriate spell level heading. Feel free to view other macro entries while in edit mode to see how to add the appropriate code so that your macro displays consistently. Also please feel free to post to the current [2E Macros to Share] forum thread when you've added a macro here so that others can receive a notification of the update.

Do Not Edit Macros Submitted by Other Users!!!
If you have a variation of an existing macro please just add it as an additional example.

Wizard Spells

Level 1

Chill Touch by Elena S.
&{template:2Espell}}{{title=@{selected|token_name} casts Chill Touch}}{{splevel=Level 1 Wizard}}{{school=Necromancy}}{{components=V, S}}{{time=[[1]] Segment}}{{range=[[0]]}}{{duration=[[@{selected|level}+3]] Rounds}}{{aoe=Creatures Touched}}{{save=Negates}}{{damage=[[1]] STR plus [[d4]]}}{{damagetype=Necrotic}}{{effects=The caster's hand is enveloped by a cold blue glow which attacks the life force of any living creature which the wizard successfully touches. Affected creatures must Save vs. Spell to avoid the effects. Creatures not rated for Strength suffer a [[0-1]] penalty to their attack rolls for each successful touch. Lost Strength returns at the rate of [[1]] point per hour. Undead touched by the caster suffer no damage or Strength loss but instead must Save vs. Spell or flee for [[d4+@{selected|level}]] rounds.}}
Color Spray by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Color Spray}}{{splevel=Level 1 Wizard}}{{school=Alteration}}{{range=[[0]]}}{{components=V, S, M}}{{duration=Instantaneous}}{{time=[[1]] segment}}{{aoe=[[5]]x[[20]]x[[20]] ft wedge}}{{save=Special}}{{effects=Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. Up to [[1d6]] creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for [[2d4]] rounds; those with Hit Dice or levels up to 2 greater than the wizard's level are blinded for [[1d4]] round(s); those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned for [[1]] round.}}

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Priest Spells

Level 1

Bless by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Bless}}{{splevel=Level 1 Priest}}{{school=Conjuration/Summoning}}{{sphere=All}}{{range=[[60]] yards}}{{components=V, S, M }}{{duration=[[6]] rounds}}{{time=[[1]] round}}{{aoe=[[50]] ft. cube}}{{save=None}}{{effects=Friendly creatures, not engaged in melee combat, in the area of effect gain +[[1]] to morale, saving throws vs fear effects, and attack rolls. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster. Alternately a single item may be blessed, allowing it to strike as a +1 magical weapon. The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.}}
Cure Light Wounds by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Cure Light Wounds on @{target|token_name}}}{{school=Necromancy}}{{sphere=Healing}}{{splevel=Level 1 Priest}}{{components=V,S}}{{time=5 Segments}}{{range=Touch}}{{duration=Instant}}{{aoe=Creature Touched}}{{save=Spell}}{{healing=[[1D8+(?{Do you receive a bonus to your healing spells?|0})]] HP}}
Protection from Evil/Good by Elena S.
&{template:2Espell}{{title=@{selected|token_name} casts Protection from Evil on @{target|token_name}}}{{splevel=Level 1 Priest}}{{school=Abjuration (Reversible)}}{{sphere=Protection}}{{components=V, S, M}}{{time=[[4]] segments}}{{range=Touch}}{{duration=[[@{selected|level}*2]] Rounds}}{{aoe=Creature Touched}}{{save=None}}{{effects=When this spell is cast, it creates a magical barrier around the recipient at a distance of [[1]] foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -[[2]] penalties to attack rolls; any saving throws caused by such attacks are made with +[[2]] bonuses. Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.}}

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Additional Resources

Advanced_Dungeons_and_Dragons
ADnD_2nd_Edition_Character_sheet