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<h1>Spell, Power & Magic Item Databases</h1>
==Character Sheet and Token setup for use with RPGMaster APIs==
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<h2>General Database information</h2>
===Token configuration===
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{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
<p>The API can work with any Token configuration but requires tokens that are going to participate in API actions to represent a Character Sheet, so that actions relevant to the token and the character it represents can be selected. </p>
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<p>A single Character Sheet can have multiple Tokens representing it, and each of these are able to do individual actions made possible by the data on the Character Sheet jointly represented. However, if such multi-token Characters / NPCs / creatures are likely to encounter spells that will affect the Character Sheet (such as <i>Haste</i> and <i>Slow</i>) they must be split with each Token representing a separate Character Sheet, or else the one spell will affect all tokens associated with the Character Sheet, whether they were targeted or not!  In fact, <b>it is recommended that tokens and character sheets are 1-to-1 to keep things simple.</b></p>
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<p>The recommended Token Bar assignments for all APIs in the Master Series are:</p>
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|<p>The RPGMaster APIs use a number of Character Sheets as databases to hold Ability Macros defining character classes, attack templates, spells, powers and magic items and their effects.  The API is distributed with many class, attack, spell, power & magic item definitions, and checks for, creates and updates these Character Sheet databases on start-up.  DMs can add their own character classes, attack templates, spells, items, weapons, ammo and armour to additional databases, but the databases provided are totally rewritten when new updates are released so the DM must add their own database sheets.  If the provided databases are accidentally deleted, they will be automatically recreated the next time the Campaign is opened. Additional databases should be named as follows:</p>
<pre>Bar1 (Green Circle): Armour Class (AC field) - only current value
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<table>
Bar2 (Blue Circle): Base Thac0 (thac0-base field) before adjustments - only current value
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<tr><th scope="row">Wizard Spells:</th><td>additional databases: MU-Spells-DB-<i>[added name]</i> where <i>[added name]</i> can be replaced with anything you want.</td></tr>
Bar3 (Red Circle): Hit Points (HP field) - current & max</pre>
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<tr><th scope="row">Priest Spells:</th><td>additional databases: PR-Spells-DB-<i>[added name]</i> where <i>[added name]</i> can be replaced with anything you want.</td></tr>
<p>It is recommended to use these assignments, and they are the bar assignments set by the <b>CommandMaster API</b> if its facilities are used to set up the tokens. All tokens must be set the same way, whatever way you eventually choose.</p>
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<tr><th scope="row">Powers:</th><td>additional databases: Powers-DB-<i>[added name]</i> where <i>[added name]</i> can be replaced with anything you want.</td></tr>
<p>The APIs always try to search the Token fields for appropriate Character Sheet linked fields, but will revert to the assignments above if they fail to match linked fields.  These assignments can be changed in each API, by changing the fields object near the top of the API script (<b>note:</b> 'bar#' and 'value' or 'max' are separate entries in an array of 2 elements).  <b><i><u>All APIs must use the same field definitions</u></i></b>:</p>
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<tr><th scope="row">Magic Items:</th><td>additional databases: MI-DB-<i>[added name]</i> where <i>[added name]</i> can be replaced with anything you want.</td></tr>
<pre>fields.Token_AC: defines the token field for the AC value (normally ['bar1','value'])
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<tr><th scope="row">Character Classes:</th><td>additional databases: Class-DB-<i>[added name]</i> where <i>[added name]</i> can be replaced with anything you want.</td></tr>
fields.Token_MaxAC: defines the token field for the AC max (normally ['bar1','max'])
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<tr><th scope="row">Attack Templates:</th><td>additional databases: Attacks-DB-<i>[added name]</i> where <i>[added name]</i> can be replaced with anything you want.</td></tr>
fields.Token_Thac0: defines the token field for the Thac0 value (normally ['bar2','value'])
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</table>
fields.Token_MaxThac0: defines the token field for the Thac0 max (normally ['bar2','max'])
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<p><b>However:</b> the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored.  This is so that the DM can version control their databases, with only the current one (without a version number) being live.</p>
fields.Token_HP: defines the token field for the HP value (normally ['bar3','value'])
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<p>There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.</p>
fields.Token_MaxHP: defines the token field for the HP max (normally ['bar3','max'])</pre>
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<p><b>Important Note:</b> all Character Sheet databases <b><u><i>must</i></u></b> have their <i>'ControlledBy'</i> value (found under the [Edit] button at the top right of each sheet) set to <i>'All Players'</i>. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.</p>
<p>Alter the bar numbers appropriately or, <b><u><i>if you are not wanting one or more of these assigned</i></u></b>: leave the two elements of the array as [' ',' ']The system will generally work fine with reassignment or no assignment, but not alwaysSpecifically, some effects in the Effects-DB, which implement spell effects on Character Sheets and Tokens, may not set the right values if no assignment of one or more of HP, AC & Thac0 are made to the Token.</p>
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<p>Each database has a similar structure, with:</p>
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<ul>
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<li>Ability Macros named as the class, attack type, spell, power or magic item specified, and used to describe and provide effects for classes, attacks, spells, powers and magic items using the commands in the RPGMaster APIs;</li>
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<li>Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class or Attack definitions, but they still have to exist);</li>
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<li>An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items).</li>
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</ul>
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<p>However, as with all other Databases in the RPGMaster Suite of APIs, if the <i>Ability Macros</i> are correctly set up using the formats detailed in the Help Documentation, the <b>AttackMaster API</b> command <b>!attk --check-db database-name</b> will check the database and set up all other aspects for you, including the correct Custom Attributes and List entries.</p>
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<p>Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros, and are an essential part of Attack TemplatesWhen a Player or an NPC or Monster makes an attack, the AttackMaster API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat windowAll Roll20 functions for macros are available.</p>
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<h3>Replacing Classes, Attacks, Spells & Items</h3>
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<p>If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases (a database with the same root name) with the Ability Macro you create having exactly the same name as the provided item to be replaced.  The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.</p>
 
<br>
 
<br>
===Use with various game system character sheets===
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|}
<p>The issued APIs are initially set up to work with the AD&D 2E character sheet (as this is what the author mostly plays). However, it will work with any character sheet, though the values used and altered by the APIs may not be visible or may appear in unexpected places.  To work properly with your choice of Character Sheet, the mapping in the APIs must be altered. In each API code, right at the top, is an object definition called 'fields': see section 3 for detailsThis can be altered to get the API to work with other character sheets.</p>
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<h2>Spells and Powers Databases</h2>
<p>The APIs are designed to use attack calculations, armour class values and saving throw management defined in a number of databases, supplied in the APIs and created in the Campaign as a set of Character SheetsIf you use another system (e.g. the D&D 5e system), the calculations can be altered by replacing the provided calculations with your own.  Refer to the documentation for each API and database, provided as handouts in the Campaign and as Roll20 Wiki pages, to discover how to do thisThe Author may, over time, issue new sets of databases and mappings to other game systems and Character Sheets.</p>
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<p>Spells/Powers databases are all character sheets that have names that start with</p>
===Matching the API to a type of Character Sheet===
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<p> <b>Wizard Spells:</b> MU-Spells-DB-[added name]<br>
<p>The API has an object definition called 'fields', which contains items of the form </p>
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<b>Priest Spells:</b> PR-Spells-DB-[added name]<br>
<pre>Internal_api_name: [sheet_field_name, field_attribute, optional_default_value, optional_set_with_worker_flag]</pre>
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<b>Powers:</b> Powers-DB-[added name]</p>
<p>A typical example might be:</p>
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<p>Those with version numbers of the form v#.# as part of the name will be ignored.</p>
<pre>Fighter_level:['level-class1','current'],
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<p>As previously stated in the General Database Information section, each spell or power definition has 3 parts in the database: an Ability Macro with a name that is unique and matches the spell or power, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by '|' along with others of the same level in the spell book of the level of the spell or powerThe quickest way to understand these entries is to examine existing entries. Do go to the root databases and take a look (but be careful not to alter anything unless you know what you're doing!)</p>
Or
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<p><b>Note:</b> The DM creating new spells and powers does not need to worry about anything other than the Ability Macro in the database, as running the command <b><i>[[Script:MagicMaster#Check_database_completeness_.26_integrity_.28GM_only.29|--check-db]]</i></b> will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that databaseRunning the command <b><i>--check-db</i></b> with no parameters will check and update all databases.</p>
MUSpellNo_memable:['spell-level-castable','current','',true],</pre>
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<p>Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editingAbility macros are standard Roll20 functionality and not dependent on the API.  Refer to the Roll20 Help Centre for more information.</p>
<p>The <i>internal_api_name</i> <b><u>must not be altered!</u></b> Doing so will cause the system not to work. However, the <i>sheet_field_name</i> and <i>field_attribute</i> can be altered to match any character sheet.</p>
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<p><b>The Ability Macro</b> for a spell may look something like this:</p>
<p>Table names are slightly different: always have an <i>internal_api_name</i> ending in '_table' and their definition specifies the repeating table name and the index of the starting row of the table or -1 for a static field as the 1<sup>st</sup> row.</p>
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<h3>Sleep</h3>
<p><i>Internal_api_table: [sheet_repeating_table_name,starting_index]</i></p>
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<p style="display: inline-block; background-color: lightgrey; border: 1px solid black; padding: 4px; color: dimgrey; font-weight: extra-light;">/w "@{selected|character_name}" <nowiki>&{template:2Espell}{{title=@{selected|casting-name} casts Sleep as a level @{selected|casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}</nowiki><span style="color:green">Specs=[Sleep,MUspellL1,1H,Enchantment-Charm]</span><nowiki>{{range=90 ft}}{{components=V, S, M}}{{duration=[[5*({10,@{selected|casting-level}}kl1)]] Rounds}}{{time=1}}{{aoe=[30ft Cube](</nowiki><span style="color:red">!rounds --aoe @{selected|token_id}|square|feet|90|30||dark</span><nowiki>)}}{{save=None}}{{damage=[Sleep them](</nowiki><span style="color:red">!rounds --target area|@{selected|token_id}|&#64;{target|Select who to sleep|token_id}|Sleep|[[5*({10,@{selected|casting-level}}kl1)]]|-1|Snoring away, shake to awaken|sleepy</span>)}}<span style="color:blue">SpellData=[w:Sleep,lv:1,sp:1,gp:0.01,cs:VSM]</span><nowiki>{{effects=Up to [2d4](!\&#13;\&#47;r 2d4) Hit Dice of creatures with 4 HD or less are put to sleep beginning with the lowest HD creatures in the Area of Effect.}}{{materials=a pinch of fine sand, rose petals, or a live cricket.}}</nowiki></p>
<p>An example is:</p>
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<p>The ability specification for this Sleep spell uses a Roll20 Roll Template, in this case defined by the Advanced D&D 2e Character Sheet by Peter B (see the documentation for the Character Sheet on Roll20 for specifications of this Roll Template), but any Roll Template you desire can be used.  The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want.  However, the important elements for the MagicMaster API are those highlighted.  In red, two API buttons grant the player access to run RoundMaster API commands to show the Area of Effect of the spell, and then to mark affected tokens with a "Sleepy" status.  Each of the elements important to the database are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run.  Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant.  Each element is described below:</p>
<pre>MW_table:['repeating_weapons',0],</pre>
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<pre>Specs = [Type, Class, Handedness, Spell School]</pre>
<p>The <i>internal_api_table</i> <b><u>must not be altered!</u></b> Doing so will cause the system not to work.  However, the <i>sheet_repeating_table_name</i> and <i>starting_index</i> can be altered to match any character sheet.</p>
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<p>The Specs section describes what spell type and school this spell belongs to.  These fields must be in this order.  This format is identical for all database items, whether in these databases or others used by the Master series of APIs. Where there are multiple answers for a field, separate each by '|'. <b>Note:</b>Only A-Z, a-z, 0-9, hyphen/minus(-), plus(+), equals(=) point(.) and vertical bar(|) are allowed.  Replace any forward slash with hyphen.</p>
<p>Each character sheet must have repeating tables to hold weapons, ammo and magic items, as well as other dataBy default, melee weapons 'in hand' are held in sections of the repeating_weapons table, melee weapon damage in the repeating_weapons-damage table, ranged weapons in the repeating_weapons2 table, ammo in the repeating_ammo table, and magic items are held in the repeating_potions table.  The table management system provided by the API expands and writes to repeating attributes automatically, and the DM & Players do not need to worry about altering or updating any of these tables on the Character Sheet. </p>
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<table>
===Character Attributes, Races, Classes and Levels===
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<tr><th scope="row">Type</th><td>the type of the spell, often the same as the ability macro name.</td></tr>
<p>Character Attributes of <i>Strength, Dexterity, Constitution, Intelligence, Wisdom</i> and <i>Charisma</i> are generally not directly important to the RPGMaster Series APIs, but the resulting bonuses and penalties are.  All Attributes and resulting modifiers should be entered into the Character Sheet in the appropriate places (that is in the Character Sheet fields identified in the 'fields' API object as noted in the previous section).</p>
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<tr><th scope="row">Class</th><td>one of MUSpellL#, PRSpellL#, or Power, where # is replaced by the spell level number.</td></tr>
<p>The Character's race is also important for calculating saves and ability to use certain items.  The race should be set in the appropriate Character Sheet fieldCurrently, the races <i>'dwarf', 'elf', 'gnome', 'halfelf', 'halfling', 'half-orc'</i> and <i>'human'</i> are implemented (not case sensitive, and spaces, hyphens and underscores are ignored)If not specified, <i>human</i> is assumed.  The race impacts saves, some magic items and armour, and bonuses on some attacks.</p>
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<tr><th scope="row">Handedness</th><td>#H, where # is the number of hands needed to cast the spell - i.e. does it have a somatic component.</td></tr>
<p>The system supports single-class and multi-class characters. Classes must be entered in the appropriate fields on the Character Sheet, and the best way to do this is to use the functions provided by the <b>[[Script:CommandMaster#Setup_Tokens_.26_Character_Sheets|CommandMaster API !cmd --abilities]]</b> command or DM's [Token Setup] macro bar button, but they can be entered manually: using class names the same as those provided in the <b>Class-DB</b> class database will ensure the APIs use the correct class characteristics.  Classes and levels affect spell casting ability, ability to do two-weapon attacks with or without penalty, and the ability to backstab and the related modifiers, among other things. Class and level also determine valid weapons, armour, shields, some magic items and saves.</p>
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<tr><th scope="row">Spell School</th><td>the group of related spells that the spell belongs to.</td></tr>
<p>At the time of writing this Wiki, the APIs support all the character classes specified in the AD&D 2e Player's Handbook (including specialist Wizards), plus some additional Priest classes specified in the Complete Priest's Handbook. The Author may add more over time, and Game Creators can always add their own using the help provided in the [[API:RPGMaster-ClassDB|Class Database Help handout and Wiki]].</p>
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</table>
<p><b>Note:</b> on the Advanced D&D 2e Character Sheet, the APIs are expecting Fighter classes to be in the first class column, Wizard classes in the second column, Priest classes in the third, Rogues in the fourth, and Psions (or any others) in the fifth.  If these are not adhered to, the APIs will attempt to merge the definitions in the class database for the specified class with the class capabilities of the column the class name is entered in - thus a Fighter class entered in the Wizard column may get spell casting capabilities if the class definition in the Class-DB class database does not specify otherwise.</p>
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<pre>SpellData=[w:Sleep,lv:1,sp:1,gp:1,cs:VSM]</pre>
<p><b>Note:</b> classes of Fighter and Rogue (such as Rangers and Bards) that can use clerical &/or wizard spells will automatically be allowed to cast spells once they reach the appropriate level by AD&D 2e rules, but not before (this is specified in their Class-DB class database definitions). They <b><u>do not</u></b> need to have levels set in the corresponding spell-caster columns - the casting ability & level is applied appropriately by the system.</p>
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<p>The SpellData section specifies the data relating to the use of the spell.  These fields can be in any order.</p>
<p>The level for each class must be entered in the corresponding field.  Multiple classes and levels can be entered, and will be dealt with accordinglyGenerally, the most beneficial outcome for any combination will be used. </p>
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<table>
 
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<tr><th scope="row">w:</th><td>&lt;text&gt;</td><td>the name of the spell</td></tr>
===Magic Items and Equipment===
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<tr><th scope="row">sph:</th><td>&lt;text&gt;</td><td>the sphere of a priest spell (not used for wizard spells)</td></tr>
<p>All magic items and standard equipment, including weapons, armour, lanterns etc, are held in the Items table, which by default is set to the potions table, <i>repeating_potions</i>, on the Character Sheet.  As with other fields, this can be changed in the <i>'fields'</i> object. The best way to put items into this table is by using the [[Script:MagicMaster#Edit_a_Magic_Item_bag|<b>MagicMaster API</b> commands <b>--edit-mi</b>]] or the [[Script:MagicMaster#DM.2FGM_version_of_Magic_Item_management|GM-only command <b>--gm-edit-mi</b>]].  Alternatively, the <b>[[Script:AttackMaster#Adding_.26_removing_weapons_and_ammunition|AttackMaster --edit-weapons]]</b> command can be used to load weapons, ammunition and armour into the Items table.  It is generally possible to enter item names and quantities directly into the table and use them within the system, but only items that also exist in the supplied databases will actually work fully with the API (i.e. be recognised by the API as weapons, armour, ammo, etc)Other items can be in the table but will not otherwise be effective.</p>
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<tr><th scope="row">lv:</th><td>&lt;#&gt;</td><td>the level of the spell</td></tr>
<p>Items can be added to the databases.  See the Magic Items Database Handouts and Wiki for more information on the databases.</p>
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<tr><th scope="row">sp:</th><td>&lt;[-]# or dice roll spec&gt;</td><td>the casting time in segments for the spell.  Can be >10 e.g. 20 for 2 rounds, or negative, or even a dice roll</td></tr>
 
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<tr><th scope="row">gp:</th><td>&lt;#[.#]&gt;</td><td>the cost of the material components of the spell in GP: fractions converted to SP & CP</td></tr>
===Weapons and Ammo===
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<tr><th scope="row">cs:</th><td>&lt;VSM&gt;</td><td>the component of the spell (Verbal, Somatic, Material) - can be any combination</td></tr>
<p>For the APIs to work fully the melee weapons, damage, ranged weapons and ammo must be selected using the <b>[[Script:AttackMaster#Change_weapons_currently_in_hand|AttackMaster --weapon]]</b> command to take the weapon 'in hand'.  This will display a menu to take weapons and shields from the Items table and take them in hand, ready to use. This automatically fills all the correct fields for the weapons and ammo to make attacks, including many fields that are not displayed. Entering weapon data directly into the melee weapon, damage, ranged weapon and ammo tables will generally work, but will be overwritten if the --weapon command is used.  Also, some API functions may not work as well or at all.</p>
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</table>
<p>For the <b>InitiativeMaster API</b> to support weapon attack actions the weapon name, speed and number of attacks are the most important fieldsFor the <b>AttackMaster API</b> to support attack rolls, proficiency calculations, ranged attacks, strength and dexterity bonuses, and other aspects of functionality, fill in as many fields as are visible on the character sheet.  When entering data manually, ensure that the row a melee or ranged weapon is in matches the row damage or ammo is entered in the respective tables (there is no need to do this if using AttackMaster functions to take weapons in-hand, as the relevant lines are otherwise linked by fields not seen on the character sheet).</p>
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<p>The casting time (or speed) <b>sp:</b> can be negative, meaning it gives a negative modifier to individual initiative (if <b>InitMaster API</b> is being used).  It can also be greater than 10 segments, meaning it takes longer than 1 Round to castMultiply the number of Rounds it will take to cast by 10, or the number of Turns it will take to cast by 100 (if using the <b>InitMaster API</b> the rounds will be automatically counted down and the spell actually cast in the appropriate round, unless the casting is interrupted).  It can also be a dice roll specification, which will be rolled at the point that a character selects the spell, power or item to use in a particular round, which means the speed can vary from round to roundPotions are always of this nature (see the AD&D2e DMG p141).</p>
 
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<p>The cost of material components, <b>gp:</b>, is deducted from the Caster's money on their Character Sheet each time the spell is cast.  The GM is informed of the spell being cast, by whom, and how much money it cost and how much money the Caster has left for each casting.</p>
===Weapon Proficiencies===
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<p>The components of the spell, <b>cs:</b>, is currently not used and is for future expansion capabilities.</p>
<p>Weapon Proficiencies must be set on the Character Sheet.  This is best done by using the [[Script:CommandMaster#Setup_Tokens_.26_Character_Sheets|<b>CommandMaster API</b> character sheet management functions]], but can be done manually.  Both specific weapons and related weapon groups can be entered in the table, and when a Player changes the character's weapons in-hand the table of proficiencies will be consulted to set the correct bonuses and penalties. Weapon specialisation and mastery (otherwise known as double specialisation) are supported by the CommandMaster functions, but can also be set by ticking/selecting the relevant fields on the Character Sheet weapon proficiencies tableIf a weapon or its related weapon group does not appear in the list, it will be assumed to be not proficient.</p>
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<p><b>The Ability Macro</b> for a Power may look something like this:</p>
 
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<h3>Turn Undead</h3>
===Spell books and memorisable spells===
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<p style="display: inline-block; background-color: lightgrey; border: 1px solid black; padding: 4px; color: dimgrey; font-weight: extra-light;">/w "@{selected|character_name}" <nowiki>&{template:2Espell}{{title=@{selected|token_name} attempts to Turn Undead as a level @{selected|pr-casting-level} @{selected|class3}}} {{splevel=Power}} {{school=Necromancy}}</nowiki><span style="color:green">Specs=[Turn-Undead,Power,1H,Necromancy]</span><nowiki>{{components=V,S}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{damage=[Roll 1d20](</nowiki><span style="color:red">!&#13;&#47;r 1d20 check vs. your turning table</span><nowiki>) then if successful [Turn Them](</nowiki><span style="color:red">!rounds --target area|@{selected|token_id}|&#64;{target|Select undead|token_id}|Turned|99|0|Turned undead, flee if free-willed, stand aside if controlled|screaming</span>)}}<span style="color:blue">SpellData=[w:Turn Undead, sp:10, cs:VS]</span><nowiki>{{effects=**Remember that Paladins turn as a Priest of 2 levels lower.**<br>
<p>The best (and easiest) way to give a Character or NPC spells and powers is to use [[Script:CommandMaster#Add_spells_to_spell_book|<b>CommandMaster API</b> to add spells and powers]] to the Character's spellbooks, and [[Script:MagicMaster#Display_a_menu_to_memorise_spells_from_the_Character.27s_spell_book|<b>MagicMaster API</b> to memorise]] and cast spells and use powers. However, for the purposes of just doing initiative and selecting which spell to cast in the next round, the spells and powers can be entered manually onto the character sheet. Spells are held in the relevant section of the Spells table, which by default is set to the character sheet spells table, <i>repeating_spells</i>.  As with other fields, this can be changed in the <i>'fields'</i> object.  Note that on the Advanced D&D 2e character sheet Wizard spells, Priest spells & Powers are all stored in various parts of this one very large table.</p>
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Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.<br>
<p>If you are just using the character sheet fields to type into, add spells (or powers) to the relevant "Spells Memorised" section (using the [+Add] buttons to add more as required) <b>a complete row at a time</b> (that is add columns before starting the next row)Enter the spell names into the "Spell Name" field, and "1" into each of the "current" & "maximum" "Cast Today" fields - the API suite <i>counts down</i> to zero on using a spell, so in order for a spell to appear as available (not greyed out) on the initiative menus, the "current" number left must be > 0This makes spells consistent with other tables in the system (e.g. potion dose quantities also count down as they are consumed, etc).</p>
+
To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.<br>
<p>Then, you need to set the "Spell Slots" values on each level of spell to be correct for the level of caster.  Just enter numbers into each of the "Level", "Misc." and "Wisdom" (for Priests) fields, and/or tick "Specialist" for the Wizard levels as relevantThis will determine the maximum number of spells memorised each day, that will appear in the spells Initiative Menu. Do the same for Powers using the "Powers Available" fieldAs with other fields on the character sheet, each of these fields can be re-mapped by altering the <i>'fields'</i> object in the APIs.</p>
+
Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.}}{{material=The Priest's holy symbol}}</nowiki></p>
<p>Spells can only be cast if they have macros defined in the spell databases (see Spell Database Handout).  If the <b>CommandMaster API</b> is loaded, the DM can use the tools provided there to manage Character, NPC & creature spell books and granted powers from the provided spell & power databases.</p>
+
<p>Essentially, Powers are just Spells by another name, that can be cast multiple times per day, and are innate to the Character's class, or to a creature.  The specification is, therefore, almost identical to a spellIn the author's campaigns, Powers do not consume material components and therefore do not cost money to use (except in rare circumstances) hence there being no <b>gp:</b> specification (it defaults to 0gp), but other DMs can add material costs for Powers if desiredPowers are all 1 level, hence no <b>lv:</b> specification.</p>
<p>The spells a spell caster can memorise (what they have in their spell books, or what their god has granted to them) is held as a list of spell names separated by vertical bars '|' in the character sheet attribute defined in <i>fields.Spellbook</i> (on the AD&D2E character sheet 'spellmem') of each level of spell. On the AD&D2E sheet, the spell books are the large Spell Book text fields at the bottom of each spell level tabThe spell names used must be identical (though not case sensitive) to the spell ability macro names in the spell databases (hence the hyphens in the names).   So, for example, a 1<sup>st</sup> level Wizard might have the following in their large Wizard Level 1 spell book field:</p>
+
<br>
<pre>Armour|Burning-Hands|Charm-Person|Comprehend-Languages|Detect-Magic|Feather-fall|Grease|Identify|Light|Magic-Missile|Read-Magic|Sleep</pre>
+
<h2>Magic Item Databases</h2>
<p>Only these spells will be listed as ones they can memorise at level 1When they learn new spells and put them in their spell book, this string can be added to just by typing into it. When they reach 3<sup>rd</sup> level and can have 2<sup>nd</sup> level spells, the following string might be put in the spell book on the Level 2 Wizard spells tab:</p>
+
<p>Magic Item databases are all character sheets that have names such as</p>
<pre>Alter-Self|Invisibility|Melfs-Acid-Arrow|Mirror-Image|Ray-of-Enfeeblement</pre>
+
<p> <b>Magic Items:</b> MI-DB-[added name]</p>
<p>Again, as they learn more spells and put them in their spell book, just edit the text to add the spells.</p>
+
<p>And can have anything put at the end, though those with version numbers of the form v#.# as part of the name will be ignored.</p>
<p>Once these spell books are defined, the DM or Player can use the <b>[[Script:MagicMaster#Display_a_menu_to_memorise_spells_from_the_Character.27s_spell_book|MagicMaster -mem-spell]]</b> command (or an action button and associated ability macro on the Character Sheet) to memorise the correct number of these spells in any combination and store those on the Character Sheet.</p>
+
<p>As previously stated and as for other magic, each magic item definition has 3 parts in the database (see Section 1): an Ability Macro with a name that is unique and identifies the magic item, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by '|' along with others of the same magic item type, which is one of: Potion, Scroll, Rod/Stave/Wand, Weapon & Ammo, Armour, Ring, Miscellaneous, and also DM Only magic items.  The quickest way to understand these entries is to examine existing entries.  Do go to the root database and take a look (but be careful not to alter anything unless you know what you're doing!)</p>
 
+
<p><b>Note:</b> The DM creating new magic items does not need to worry about anything other than the Ability Macro in the database, as running the command <b><i>[[Script:MagicMaster#Check_database_completeness_.26_integrity_.28GM_only.29|--check-db]]</i></b> will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database.</p>
===Powers===
+
<p>Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing.  Ability macros are standard Roll20 functionality and not dependent on the API.  Refer to the Roll20 Help Centre for more information.</p>
<p>Powers can only be used if they are defined in the Powers database - see Database handouts.  If the <b>CommandMaster API</b> is also loaded, the DM can use the tools provided there to manage Character, NPC & creature spellbooks and granted powers.</p>
+
<p><b>The Ability Macro</b> may look something like this:</p>
<p>Powers work in an almost identical way to Wizard & Priest spells, except that there is only 1 level of powers.  Powers that the character has are added to the spell book on the Powers tab in the same way as spells, and then memorised using the <b>--mem-spell</b> command (which also works for powers with the right parameters).</p>
+
<h3>Oil-of-Etherealness</h3>
 +
<p style="display: inline-block; background-color: lightgrey; border: 1px solid black; padding: 4px; color: dimgrey; font-weight: extra-light;">/w "@{selected|character_name}" <nowiki>&{template:2Espell}{{title=Oil of Etherealness}} {{splevel=Oil}} {{school=Alteration}}</nowiki><span style="color:green">Specs=[Oil of Etherealness,Potion,1H,Alteration]</span><nowiki>{{components=M}}{{time=[[3]] rounds after application}} </nowiki><span style="color:blue">PotionData=[sp:30,rc:charged]</span><nowiki>{{range=User}}{{duration=4+1d4 turns}} {{aoe=User}} {{save=None}} {{healing=[Become Ethereal](</nowiki><span style="color:red">!rounds --target single|@{selected|token_id}|&#64;{target|Select a target|token_id}|Oil-of-Etherealness|&#91;[10*(4+1d4)]&#93;|-1|Ethereal|Ninja-mask</span><nowiki>)}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. In the ethereal state, the individual can pass through solid objects in any direction - sideways, upward, downward - or to different planes. The individual cannot touch non-ethereal objects.<br>
 +
The oil takes effect three rounds after application, and it lasts for 4+1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.}}{{materials=Oil}}</nowiki></p>
 +
<p>You might notice that the structure of this macro is extremely similar to that of a spell: indeed, it uses the same Roll Template.  As this is an Oil that achieves the same effect as a spell, this is not surprising.</p>
 +
<p>However, there is one new field in the data section (in this case called the PotionData section):</p>
 +
<table>
 +
<tr><th scope="row">rc:</th><td>&lt;MI-type&gt;</td><td>the recharging/curse type of the magic item.</td></tr>
 +
</table>
 +
<p>All magic items have a recharging/curse type: for details, see the <b>[[Script:MagicMaster#DM.2FGM_version_of_Magic_Item_management|--gm-edit-mi]]</b> command in the MagicMaster API help documentation.  If not supplied for a magic item definition, it defaults to uncharged.  Generally, items in the database are not cursed-, but can have their type changed to cursed or some recharging cursed type when the DM stores them in a container or gives them to a Character using the <b>--gm-edit-mi</b> command.</p>
 +
<p>Other magic items might use different structures, and be more complex:</p>
 +
<h3>Bead-of-Force</h3>
 +
<p style="display: inline-block; background-color: lightgrey; border: 1px solid black; padding: 4px; color: dimgrey; font-weight: extra-light;">/w "@{selected|character_name}" <nowiki>&{template:'+fields.defaultTemplate+'}{{name=Bead of Force}}{{subtitle=Magic Item}}</nowiki><span style="color:green">Specs=[Bead of Force,Miscellaneous,1H,Evocation]</span><nowiki>{{Speed=[[0]]}}</nowiki><span style="color:blue">MiscData=[w:Bead of Force,sp:0,rc:charged]</span><nowiki>{{Size=Tiny}}{{Range=[Up to 30yds](</nowiki><span style="color:red">!rounds --aoe @{selected|token_id}|circle|yards|0|60||dark|true</span><nowiki>)}}{{damage=[5d4](!&#13;&#47;gmroll 5d4 damage from Bead of Force in 10ft redius) damage in 10ft radius}}{{duration=3d4 rounds}}{{Save=[To escape sphere](!&#13;&#47;gmroll 1d20 Save vs. spell or captured in *Sphere of Force*)}}{{Effect=[Trapped in Sphere](</nowiki><span style="color:red">!rounds --target area|@{selected|token_id}|Bead-of-Force|8|-1|'Held in Sphere of Force'|fishing-net</span><nowiki>)}}{{desc=These small, black spheres might be mistaken for common beads, marbles, or unusually black but lusterless pearls. From 5-8 of these beads are usually found at one time. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce. One can be hurled up to 30 yards.<br>
 +
Upon impact, the bead sends forth a burst of force that inflicts 5d4 points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage.<br>
 +
The sphere will form around any and all such creatures in the 10-foot-radius area, even those of large size, and will persist for 3d4 rounds. Victims will be unable to escape except by the same means and used to bring down a wall of force spell.}}</nowiki></p>
 +
<p>The Bead of Force ability macro uses a Default Roll Template, which means the only mandatory field is the {{name=}} field, and the DM can define any other fields they want to describe and enact the magic itemHere, an API button exists to do a saving throw with documented outcomes, and another API button can target an area with multiple tokens in to entrap them (if the DM rejects or confirms as they make or fail each saving throw).</p>
 +
<br>
 +
<h2>Magic Items with Powers or Spell-Storing</h2>
 +
<p>Some magic items, especially artefacts and sentient items, can store spells and/or have powers similar to characters.  MagicMaster supports magic items of this type to a degree, although there are inevitably exceptions that the DM will have to get creative in their development!  These items use API buttons that call various MagicMaster commands to deliver their capabilities.</p>
 +
<p>First to note is that <b>items that have powers and spells use spell slots in the owning character's character sheet</b>.  These spell slots should not be used by characters in your campaign.  If they are, errors might occur.  By default, on the AD&D2E character sheet the system uses Wizard Level 14 spell slots for magic item powers, and Wizard Level 15 spell slots for spell-storing magic items.  As standard AD&D2E only has spells up to level 9 this generally works without causing problems.</p>
 +
<p>Next, in addition to the three standard elements of the Ability Macro, the 'ct-' attribute and the listing, these items require a 4th element which specifies their powers and spells.  These are:</p>
 +
<table>
 +
<tr><th scope="row">mi-muspells-[item-name]:</th><td>Wizard spells able to be stored in the magic item</td></tr>
 +
<tr><th scope="row">mi-prspells-[item-name]:</th><td>Priest spells able to be stored in the magic item</td></tr>
 +
<tr><th scope="row">mi-powers-[item-name]:</th><td>Powers able to be used by the magic item</td></tr>
 +
</table>
 +
<p>In each case the <i>[item-name]</i> is replaced by the Ability macro name (which is not case sensitive).</p>
 +
<p><b>Note:</b> The DM creating new spell storing or power wielding magic items does not need to worry about anything other than the Ability Macro in the database, as running the command <b><i>[[Script:MagicMaster#Check_database_completeness_.26_integrity_.28GM_only.29|--check-db]]</i></b> will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database.  Running the command <b><i>--check-db</i></b> with no parameters will check and update all databases.</p>
 +
<p>When a spell-storing or power wielding magic item is added to a magic item bag or container using [[Script:MagicMaster#Edit_a_Magic_Item_bag|!magic --edit-mi]] or [[Script:MagicMaster#DM.2FGM_version_of_Magic_Item_management|!magic --gm-edit-mi]], these attributes are added to the character sheet and also they are parsed by the system and the spells and/or powers are created in the relevant spell books automatically. When such an item is found in a container by a character, or passed from character to character, all of the stored spells & powers are deleted from the old character and created in the new characterA character gaining such an item can use its spells and powers immediately.</p>
 +
<p>Here is an example of a power wielding magic item:</p>
 +
<h3>Ring-of-Shooting-Stars</h3>
 +
<p style="display: inline-block; background-color: lightgrey; border: 1px solid black; padding: 4px; color: dimgrey; font-weight: extra-light;"><span style="color:red">!setattr --silent --sel --casting-level|1 --casting-name|@{selected|token_name}'s Ring of Shooting Stars</span><br>
 +
/w "@{selected|character_name}" <nowiki>&{template:'+fields.defaultTemplate+'}{{name=Ring of Shooting Stars}}{{subtitle=Ring}}</nowiki><span style="color:green">Specs=[Ring of Shooting Stars,Ring,1H,Evocation]</span><nowiki>{{Speed=[[5]]}}</nowiki><span style="color:blue">RingData=[w:Ring of Shooting Stars,sp:5,rc:charged,ns:6], [cl:PW,w:RoSS-Dancing-Lights,sp:5,pd:12], [cl:PW,w:RoSS-Light,sp:5,pd:2], [cl:PW,w:RoSS-Ball-Lightning,sp:5,pd:1], [cl:PW,w:RoSS-Shooting-Stars,sp:5,pd:3], [cl:PW,w:RoSS-Faerie-Fire,sp:5,pd:2], [cl:PW,w:RoSS-Spark-Shower,sp:5,pd:1]</span><nowiki> {{Size=Tiny}} {{Immunity=None}} {{Resistance=None}} {{Saves=None}} {{desc=This ring has two modes of operation - at night and underground - both of which work only in relative darkness.<br>
 +
***During night hours, under the open sky***, the shooting stars ring will perform the following functions:<br>
 +
- [*Dancing lights*](</nowiki><span style="color:red">!magic --mi-power @{selected|token_id}|RoSS-Dancing-Lights|Ring-of-Shooting-Stars|1</span><nowiki>) as spell (once per hour).<br>
 +
- [*Light*](</nowiki><span style="color:red">!magic --mi-power @{selected|token_id}|RoSS-Light|Ring-of-Shooting-Stars|1</span><nowiki>), as spell (twice per night), 120-foot range.<br>
 +
- [*Ball lightning*](</nowiki><span style="color:red">!magic --mi-power @{selected|token_id}|RoSS-Ball-Lightning|Ring-of-Shooting-Stars|1</span><nowiki>), as power (once per night).<br>
 +
- [*Shooting stars*](</nowiki><span style="color:red">!magic --mi-power @{selected|token_id}|RoSS-Shooting-Stars|Ring-of-Shooting-Stars|1</span><nowiki>), as power (special).<br>
 +
***Indoors at night, or underground***, the ring of shooting stars has the following properties:<br>
 +
[*Faerie fire*](</nowiki><span style="color:red">!magic --mi-power @{selected|token_id}|RoSS-Faerie-Fire|Ring-of-Shooting-Stars|1</span><nowiki>) (twice per day) as spell<br>
 +
[*Spark shower*](</nowiki><span style="color:red">!magic --mi-power @{selected|token_id}|RoSS-Spark-Shower|Ring-of-Shooting-Stars|1</span><nowiki>) (once per day) as power<br>
 +
Range, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5}}</nowiki></p>
 +
<p>Note that the ability macro starts with a call to the <b>ChatSetAttr API</b> to set the <i>casting-level</i> to 1 and the name of the caster to be <i><Character-name>'s Ring of Shooting Stars</i>Not strictly necessary, but a nice cosmetic.</p>
 +
<p>The data section now includes repeating data sets, one for each of the powers that the item has:</p>
 +
<pre>RingData=[w:Ring of Shooting Stars,sp:5,rc:charged,ns:6], [cl:PW,w:RoSS-Dancing-Lights,sp:5,pd:12], … </pre>
 +
<p>The first data set is very similar to the standard magic item data, with the addition of the <b>ns:</b> field, and is then followed by a number of repeated data sets specifying each of the powers:</p>
 +
<table>
 +
<tr><th scope="row">ns:</th><td>&lt;#&gt;</td><td>The number of powers (or spells) that the item can wield or store</td></tr>
 +
<tr><th scope="row">cl:</th><td>&lt;MU/PR/PW&gt;</td><td>The type of the power/spell specification: PW=power, MU=wizard spell, PR=priest spell</td></tr>
 +
<tr><th scope="row">w:</th><td>&lt;text&gt;</td><td>The name of the power/spell - must be exactly the same as the database name (case ignored)</td></tr>
 +
<tr><th scope="row">sp:</th><td>&lt;[-/+]# / dice roll spec&gt;</td><td>The speed or casting time of the power/spell in segments</td></tr>
 +
<tr><th scope="row">pd:</th><td>&lt;-1/#&gt;</td><td>The available casts per day, or -1 for <i>'at will'</i></td></tr>
 +
</table>
 +
<p>By running the <b>--check-db</b> command (see the note above) these data sets are used to correctly set up the database with the powers wielded, so that when a Character receives this item, the Character also gains the powers to use through the item.</p>
 +
<p><b>Note:</b> if a Character picks up two Power-wielding items with exactly the same item name (i.e. two copies of the same item) the results are unpredictable.  This is best avoided.</p>
 +
<p>Feel free to just copy the specification for a Ring-of-Shooting-Stars in the Rings database and save it to a new Ability Macro with a different name, and then alter the power names, speeds, and uses per day, as well as the API Button <b>--mi-power</b> commands and the other text, to form new power-wielding magic itemsAlso, the Ring does not have to have 6 powers - just remove or add one or more repeating data sets to reduce or increase the number of powers.</p>
 +
<p>Here is an example of a spell-storing magic item:</p>
 +
<h3>Ring-of-Spell-Storing-HHSLS</h3>
 +
<p style="display: inline-block; background-color: lightgrey; border: 1px solid black; padding: 4px; color: dimgrey; font-weight: extra-light;">/w "@{selected|character_name}" <nowiki>&{template:'+fields.defaultTemplate+'}{{name=Ring of Spell Storing with Haste x2, Slow, Light & Sleep}}{{subtitle=Ring}}</nowiki><span style="color:green">Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]</span><nowiki>{{Speed=[[5]] regardless of spell}}</nowiki><span style="color:blue">RingData=[w:Ring of Spell Storing HHSLS,sp:5,rc:uncharged,ns:5], [cl:MU,w:Haste,sp:5,lv:6], [cl:MU,w:Haste,sp:5,lv:6], [cl:MU,w:Slow,sp:5,lv:7], [cl:MU,w:Light,sp:5,lv:3], [cl:MU,w:Sleep,sp:5,lv:3]</span><nowiki> {{Size=Tiny}}{{Store spell=[Store Priest Spell](</nowiki><span style="color:red">!magic --mem-spell MI-PR|@{selected|token_id}</span><nowiki>)<br>
 +
[Store Wizard Spell](</nowiki><span style="color:red">!magic --mem-spell MI-MU|@{selected|token_id}</span><nowiki>)}}{{Cast spell=[View](</nowiki><span style="color:red">!magic --view-spell mi-muspells|@{selected|token_id}</span><nowiki>) or [Cast](</nowiki><span style="color:red">!magic --cast-spell MI|@{selected|token_id}</span><nowiki>) spells}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls"). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:<br>
 +
Priest: 1d6, if 6 is rolled, roll 1d4 instead.<br>
 +
Wizard: 1d8, if 8 is rolled, roll 1d6 instead.<br>
 +
Which spell type of any given level is contained by the ring is also randomly determined.<br>
 +
The ring empathically imparts to the wearer the names of its spells. Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].}}</nowiki></p>
 +
<p>This is a specific version of a Ring of Spell Storing.  As the spells stored are specified in the macro, if you want there to be multiple rings of spell storing in your campaign they each need to be individually programmed (easy cut & paste job) & named differently.</p>
 +
<p>The only new field in these data sets is:</p>
 +
<table>
 +
<tr><th scope="row">lv:</th><td>&lt;#&gt;</td><td>The level of the caster who cast the spell into the ring.  The spell will have effects as if cast at this level when cast from the ring.</td></tr>
 +
</table>
 +
<p>The <b>lv:</b> field only specifies the level of the initial spell caster when the item is first foundOnce owned and used, the level of the spell caster is recorded each time a spell is refreshed by casting into the item.  As the item is then passed from one Character to another, or stored in a container and recovered later, the levels at which the spells were cast is retained.  However, if the item is reloaded from the databases, or a duplicate of the item is placed by the DM and found by another character, that version of the item will have the spell caster levels from the database definitionsNote that if a single Character picks up two versions of exactly the same spell storing item (i.e. with the same item name) the results are unpredicable...</p>
 +
<p>Feel free to just copy the specification for a Ring-of-Spell-Storing in the Rings database and save it to a new Ability Macro with a different name, and then alter the spell names and casting levels as desired, to form new Rings of Spell Storing or other magic itemsAlso, the Ring does not have to have 5 spells - just remove or add one or more repeating data sets to reduce or increase the number of stored spells (though the official definition of a Ring of Spell Storing states a maximum of 5 spells).</p>
 +
<p>The key command in the Spell-Storing item that supports it casting the defined spells is <b>!magic --cast-spell MI</b>, called in this case via an API buttonAny item specified with this command somewhere in the definition can store spells which can be specified, added or changed by the DM/Game Creator using the <b>[[Script:MagicMaster#Define_the_spells_a_spell-storing_Item_can_store|!magic --store-spell]]</b> command.</p>
 +
<br>
 +
<h2>Weapons (if using AttackMaster API)</h2>
 +
<p>Weapons, magical or not, are special types of items in the Magic Items databases.  If coded properly (in the same way as those in the MI-DB-Weapons database), they can be used with the <b>[[Script:AttackMaster|AttackMaster API]]</b> to implement fully automatic weapon management, the ability to hold weapons "in-hand" or sheathed, to have automatic ammo and range management for ranged weapons, automatic entry of weapons into the melee and/or ranged weapons tables, ready to make attacks with magical plusses and other specifications all set up, and support for dancing weapons (ones that can attack without being held by the Character), creatures with more than 2 hands, and 1-handed weapons, 2-handed weapons, and even weapons that need more than 2 hands!</p>
 +
<p>See the <b>[[API:RPGMaster-WeaponsArmorDB|Weapon & Armour Database Help]]</b> handout and wiki for how Weapon definitions should be structured for use with the <b>AttackMaster API</b>, which are just a few additions to the standard definition of an item.</p>
 +
<br>
 +
<h2>Armour & Shields</h2>
 +
<p>Like weapons, armour and shields of all types (including magical armour like magical Bracers and Rings of Protection) can be coded to be used with the <b>[[Script:AttackMaster|AttackMaster API]]</b> to automatically calculate the appropriate AC for various scenarios (such as with & without Shield, from the back, if surprised, etc).  This will take into account if the armour is valid for the character class, determine which is the best armour combination that the character has, if various armour elements can or can't work together, and add in Dexterity bonuses or impairments.  It will also allow magical effects cast on the character to take effect or be adjusted via the token "circles" and highlight when such an effect is in place by showing the relevant token bar (only when there is a difference between the token AC and calculated AC).</p>
 +
<p>See the <b>[[API:RPGMaster-WeaponsArmorDB|Weapon & Armour Database Help]]</b> handout and wiki page for how Armour & Shield definitions should be structured for use with the <b>AttackMaster API</b>, which are just a few additions to the standard definition of an item.</p>
 +
<p>Also, see the <b>RoundMaster API</b> documentation for how magical effects can be placed on and affect tokens and characters.</p>
 +
<br>
 +
<h2>Specs & Data field values</h2>
 +
<p>Below are lists of the current possible values for the item database Ability macro sections.</p>
 +
<h3>Specs sections</h3>
 +
<pre>Specs=[Type, Item-Class, Handedness, Group-Type]</pre>
 +
<p>There are no default settings for any of the Specs data fieldsAll must be explicitly specified.</p>
 +
<h4>Spell Types</h4>
 +
<p>There is an infinite list of spell types: generally the type is the spell name.</p>
 +
<h4>Spell Item-Classes</h4>
 +
<table>
 +
<tr><th scope="row">MUSpellL\<1-9\></th><td>A Wizard spell with the Level specified as a number from 1 to 9</td></tr>
 +
<tr><th scope="row">PRSpellL\<1-9\></th><td>A Priest spell with the Level specified as a number from 1 to 9</td></tr>
 +
<tr><th scope="row">Power</th><td>A Power</td></tr>
 +
</table>
 +
<h4>Spell Handedness</h4>
 +
<p><b>0H</b> A spell/power that does not take a hand (there is no Somatic component)<br>
 +
<b>1H</b> A spell/power that requires only 1 hand to cast (most spells are like this)<br>
 +
<b>2H</b> A spell/power that requires 2 hands to cast (perhaps a scroll must be held)<br>
 +
<b>3H</b> A spell/power that takes 3 hands... perhaps more than 1 caster together?<br>
 +
<b>4H</b> Etc  No currently programmed spells use more than 2 hands<br>
 +
<b>...</b> ...</p>
 +
<h4>Spell/Power Schools</h4>
 +
<p>From MagicMaster v2.048 onwards, Spell Schools are specified by Class in the Class-DB definitions and, depending on the API configuration set with the <b>--config</b> command, will be checked by the system or otherwise.  Those implemented so far for the Spells databases are:</p>
 +
<p><i>Abjuration, Alteration, Conjuration-Summoning, Enchantment-Charm, Divination, Illusion-Phantasm, Invocation-Evocation, Necromancy.</i></p>
 +
<p>Note that the '/' in School names in the AD&D2e PHB have been replaced by hyphensIt is also allowed to use just one half of any hyphenated school name where appropriate. If a spell or power is of more than one school, separate each with a vertical bar character '|'</p>
 +
<br>
 +
<h4>Magic Item Types</h4>
 +
<p>There is an infinite list of magic item types: generally the type is the magic item name.  A magic item can have more than one type, with each separated by a vertical bar character '|'</p>
 +
<h4>Magic Item Classes</h4>
 +
<table>
 +
<tr><th scope="row">Weapon</th><td>Weapons that are not Melee or Ranged weapons or any other class</td></tr>
 +
<tr><th scope="row">Melee</th><td>Melee weapons that are used in hand-to-hand combat</td></tr>
 +
<tr><th scope="row">Ranged</th><td>Ranged weapons that are either thrown or fire ammunition</td></tr>
 +
<tr><th scope="row">Ammo</th><td>All types of ammunition that is used by Ranged weapons</td></tr>
 +
<tr><th scope="row">Armour</th><td>Any type of armour that does not need to be held to work</td></tr>
 +
<tr><th scope="row">Shield</th><td>A barrier that is held in hand(s) and defends against one or more attacks from the front</td></tr>
 +
<tr><th scope="row">Potion</th><td>Any type of potion, oil, pill or similar that is consumed or rubbed on</td></tr>
 +
<tr><th scope="row">Scroll</th><td>Scrolls and spell books, that contain one or multiple spells</td></tr>
 +
<tr><th scope="row">Wand</th><td>Wands that cast spells or spell-like effects when wielded in the hand</td></tr>
 +
<tr><th scope="row">Staff</th><td>Quarterstaffs and similar large bludgeoning items that can also have spell-like abilities</td></tr>
 +
<tr><th scope="row">Rod</th><td>Walking-stick sized rods that can do spell-like effects, especially when used to attack</td></tr>
 +
<tr><th scope="row">Ring</th><td>Rings that are worn on a finger, one to each hand, that protect, have powers or spells</td></tr>
 +
<tr><th scope="row">Light</th><td>All types of lantern, torch, and other illumination</td></tr>
 +
<tr><th scope="row">Miscellaneous</th><td>Anything that does not fit in one of the other categories</td></tr>
 +
<tr><th scope="row"><i>Unspecified</i></th><td>Items without any Specs section or an empty Class definition are listed under DM-Only</td></tr>
 +
</table>
 +
<h4>Armour Handedness</h4>
 +
<p><b>0H</b> Items that do not require to be held to work (e.g. a Ring, Buckler or a Helm)<br>
 +
<b>1H</b> An item that must be held in one hand to work, such as a Wand<br>
 +
<b>2H</b> Items that need two hands to wield, like a Staff<br>
 +
<b>3H</b> Items that need three hands to use, perhaps by two characters... (not yet implemented)<br>
 +
<b>...</b> etc.</p>
 +
<h4>Item Schools</h4>
 +
<p>Currently, all Magic Items other than Weapons and Armour use the same set of magical schools as for Spells & Powers, as they mostly perform spell-like effects.  See section 7.1(d) for the list.</p>
 +
<h4>Data Sections</h4>
 +
<p>Definitions for Data Section field types for Weapons & Armour can be found in the [[API:RPGMaster-WeaponsArmorDB#Specs_.26_Data_field_values|Weapons & Armour Database help]] handout & wiki page.  Below are the definitions for Spell, Power & other Magical Item types.</p>
 +
<p><b>Note:</b> Always refer to the database specification definitions in other sections above for detailed information on the use of these Field specifiers.  Not all specifiers have an obvious use.</p>
 +
<table>
 +
                <tr>
 +
<th scope="col" rowspan="2">Field</th>
 +
<th scope="col" rowspan="2">Format</th>
 +
<th scope="col" rowspan="2">Default Value</th>
 +
<th scope="col" rowspan="2">Description</th>
 +
<th scope="col" colspan="8">Can be used in</th>
 +
</tr>
 +
<tr>
 +
<th scope="col">Spell<br>Data</th>
 +
<th scope="col">Potion<br>Data</th>
 +
<th scope="col">Scroll<br>Data</th>
 +
<th scope="col">Wand<br>Data</th>
 +
<th scope="col">Staff<br>Data</th>
 +
<th scope="col">Rod<br>Data</th>
 +
<th scope="col">Ring<br>Data</th>
 +
<th scope="col">Misc<br>Data</th>
 +
</tr>
 +
<tr><th scope="row">w:</th><td>< text ></td><td>'-'</td><td>Name to be displayed</td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">w:</th><td>< text ></td><td>''</td><td>Name of spell or power (Not case sensitive)</td><td>X</td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr>
 +
<tr><th scope="row">+:</th><td>[ + / - ] #</td><td>0</td><td>Magical adjustment</td><td> </td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">n:</th><td># [ / # ]</td><td>1</td><td>Attacks per round</td><td> </td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td> </td><td>X</td></tr>
 +
<tr><th scope="row">sz:</th><td>[ t / s / m / l / h ]</td><td>''</td><td>Size of item</td><td> </td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">sp:</th><td>[-]# or Dice Roll spec</td><td>0</td><td>Speed in segments (1/10 round)</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">wt:</th><td>#</td><td>1</td><td>Weight of item in lbs</td><td> </td><td>X</td><td> </td><td>X</td><td>X</td><td>X</td><td> </td><td>X</td></tr>
 +
<tr><th scope="row">ns:</th><td>#</td><td>0</td><td>Number of stored spells & powers defined for item</td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">w:</th><td>< text ></td><td>'-'</td><td>Name of stored spell or power (Not case sensitive)</td><td>X</td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">cl:</th><td>MU / PR / PW</td><td>''</td><td>Type of stored spell or power</td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">lv:</th><td>#</td><td>1</td><td>Level at which spell/power is cast</td><td> </td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">pd:</th><td>-1 / #</td><td>1</td><td>Number per day (power only)</td><td> </td><td> </td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
<tr><th scope="row">rc:</th><td>Charged / Uncharged / Rechargeable / Recharging / Self-chargeable / Cursed / Charged-Cursed / Recharging-Cursed / Self-chargeable-Cursed</td><td>Uncharged</td><td>Initial charged and Cursed status of item when found (Can be changed by DM using -gm-only-mi command once added to Character Sheet) Not case sensitive</td><td> </td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td><td>X</td></tr>
 +
</table>
 +
<br>
 +
<h3>Character Sheet data fields</h3>
 +
<p>The Character Sheet field mapping to the API script can be altered using the definition of the fields object, the definition for which can be found at the top of each API.  You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document - as the Author for a copy.</p>

Latest revision as of 11:03, 5 April 2022

Contents

Spell, Power & Magic Item Databases

General Database information

The RPGMaster APIs use a number of Character Sheets as databases to hold Ability Macros defining character classes, attack templates, spells, powers and magic items and their effects. The API is distributed with many class, attack, spell, power & magic item definitions, and checks for, creates and updates these Character Sheet databases on start-up. DMs can add their own character classes, attack templates, spells, items, weapons, ammo and armour to additional databases, but the databases provided are totally rewritten when new updates are released so the DM must add their own database sheets. If the provided databases are accidentally deleted, they will be automatically recreated the next time the Campaign is opened. Additional databases should be named as follows:

Wizard Spells:additional databases: MU-Spells-DB-[added name] where [added name] can be replaced with anything you want.
Priest Spells:additional databases: PR-Spells-DB-[added name] where [added name] can be replaced with anything you want.
Powers:additional databases: Powers-DB-[added name] where [added name] can be replaced with anything you want.
Magic Items:additional databases: MI-DB-[added name] where [added name] can be replaced with anything you want.
Character Classes:additional databases: Class-DB-[added name] where [added name] can be replaced with anything you want.
Attack Templates:additional databases: Attacks-DB-[added name] where [added name] can be replaced with anything you want.

However: the system will ignore any database with a name that includes a version number of the form "v#.#" where # can be any number or group of numbers e.g. MI-DB v2.13 will be ignored. This is so that the DM can version control their databases, with only the current one (without a version number) being live.

There can be as many additional databases as you want. Other Master series APIs come with additional databases, some of which overlap - this does not cause a problem as version control and merging unique macros is managed by the APIs.

Important Note: all Character Sheet databases must have their 'ControlledBy' value (found under the [Edit] button at the top right of each sheet) set to 'All Players'. This must be for all databases, both those provided (set by the API) and any user-defined ones. Otherwise, Players will not be able to run the macros contained in them.

Each database has a similar structure, with:

  • Ability Macros named as the class, attack type, spell, power or magic item specified, and used to describe and provide effects for classes, attacks, spells, powers and magic items using the commands in the RPGMaster APIs;
  • Custom Attributes with the attribute name "ct-ability-macro-name", one per Ability Macro, which defines the casting time and casting cost for spells & powers, and speed and MI type for magic items (not currently used for Class or Attack definitions, but they still have to exist);
  • An entry in a list on the character sheet in the spell book of the relevant Character Sheet tab (Spell Level of the spell defined, Powers tab, or various spell books for different Classes & Magic Items).

However, as with all other Databases in the RPGMaster Suite of APIs, if the Ability Macros are correctly set up using the formats detailed in the Help Documentation, the AttackMaster API command !attk --check-db database-name will check the database and set up all other aspects for you, including the correct Custom Attributes and List entries.

Ability Macros can be whatever the DM wants and can be as simple or as complex as desired. Roll Templates are very useful when defining class, spell, power and magic item ability macros, and are an essential part of Attack Templates. When a Player or an NPC or Monster makes an attack, the AttackMaster API runs the relevant Ability Macro from the databases as if it had been run by the Player from the chat window. All Roll20 functions for macros are available.

Replacing Classes, Attacks, Spells & Items

If you want to replace any Ability Macro provided in any of the databases, you can do so simply by creating an Ability Macro in one of your own databases (a database with the same root name) with the Ability Macro you create having exactly the same name as the provided item to be replaced. The API gives preference to Ability Macros in user-defined databases, so yours will be selected in preference to the one provided with the APIs.


Spells and Powers Databases

Spells/Powers databases are all character sheets that have names that start with

Wizard Spells: MU-Spells-DB-[added name]
Priest Spells: PR-Spells-DB-[added name]
Powers: Powers-DB-[added name]

Those with version numbers of the form v#.# as part of the name will be ignored.

As previously stated in the General Database Information section, each spell or power definition has 3 parts in the database: an Ability Macro with a name that is unique and matches the spell or power, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by '|' along with others of the same level in the spell book of the level of the spell or power. The quickest way to understand these entries is to examine existing entries. Do go to the root databases and take a look (but be careful not to alter anything unless you know what you're doing!)

Note: The DM creating new spells and powers does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

The Ability Macro for a spell may look something like this:

Sleep

/w "@{selected|character_name}" &{template:2Espell}{{title=@{selected|casting-name} casts Sleep as a level @{selected|casting-level} caster}}{{splevel=Level 1 Wizard}}{{school=Enchantment/Charm}}Specs=[Sleep,MUspellL1,1H,Enchantment-Charm]{{range=90 ft}}{{components=V, S, M}}{{duration=[[5*({10,@{selected|casting-level}}kl1)]] Rounds}}{{time=1}}{{aoe=[30ft Cube](!rounds --aoe @{selected|token_id}|square|feet|90|30||dark)}}{{save=None}}{{damage=[Sleep them](!rounds --target area|@{selected|token_id}|@{target|Select who to sleep|token_id}|Sleep|[[5*({10,@{selected|casting-level}}kl1)]]|-1|Snoring away, shake to awaken|sleepy)}}SpellData=[w:Sleep,lv:1,sp:1,gp:0.01,cs:VSM]{{effects=Up to [2d4](!\ \/r 2d4) Hit Dice of creatures with 4 HD or less are put to sleep beginning with the lowest HD creatures in the Area of Effect.}}{{materials=a pinch of fine sand, rose petals, or a live cricket.}}

The ability specification for this Sleep spell uses a Roll20 Roll Template, in this case defined by the Advanced D&D 2e Character Sheet by Peter B (see the documentation for the Character Sheet on Roll20 for specifications of this Roll Template), but any Roll Template you desire can be used. The entries in the Roll Template itself can be anything you desire, giving as much or as little information as you want. However, the important elements for the MagicMaster API are those highlighted. In red, two API buttons grant the player access to run RoundMaster API commands to show the Area of Effect of the spell, and then to mark affected tokens with a "Sleepy" status. Each of the elements important to the database are inserted between the elements of the Roll Template, meaning they will not be seen by the player when the macro is run. Generally spaces, hyphens and underscores in the data elements are ignored, and case is not significant. Each element is described below:

Specs = [Type, Class, Handedness, Spell School]

The Specs section describes what spell type and school this spell belongs to. These fields must be in this order. This format is identical for all database items, whether in these databases or others used by the Master series of APIs. Where there are multiple answers for a field, separate each by '|'. Note:Only A-Z, a-z, 0-9, hyphen/minus(-), plus(+), equals(=) point(.) and vertical bar(|) are allowed. Replace any forward slash with hyphen.

Typethe type of the spell, often the same as the ability macro name.
Classone of MUSpellL#, PRSpellL#, or Power, where # is replaced by the spell level number.
Handedness#H, where # is the number of hands needed to cast the spell - i.e. does it have a somatic component.
Spell Schoolthe group of related spells that the spell belongs to.
SpellData=[w:Sleep,lv:1,sp:1,gp:1,cs:VSM]

The SpellData section specifies the data relating to the use of the spell. These fields can be in any order.

w:<text>the name of the spell
sph:<text>the sphere of a priest spell (not used for wizard spells)
lv:<#>the level of the spell
sp:<[-]# or dice roll spec>the casting time in segments for the spell. Can be >10 e.g. 20 for 2 rounds, or negative, or even a dice roll
gp:<#[.#]>the cost of the material components of the spell in GP: fractions converted to SP & CP
cs:<VSM>the component of the spell (Verbal, Somatic, Material) - can be any combination

The casting time (or speed) sp: can be negative, meaning it gives a negative modifier to individual initiative (if InitMaster API is being used). It can also be greater than 10 segments, meaning it takes longer than 1 Round to cast. Multiply the number of Rounds it will take to cast by 10, or the number of Turns it will take to cast by 100 (if using the InitMaster API the rounds will be automatically counted down and the spell actually cast in the appropriate round, unless the casting is interrupted). It can also be a dice roll specification, which will be rolled at the point that a character selects the spell, power or item to use in a particular round, which means the speed can vary from round to round. Potions are always of this nature (see the AD&D2e DMG p141).

The cost of material components, gp:, is deducted from the Caster's money on their Character Sheet each time the spell is cast. The GM is informed of the spell being cast, by whom, and how much money it cost and how much money the Caster has left for each casting.

The components of the spell, cs:, is currently not used and is for future expansion capabilities.

The Ability Macro for a Power may look something like this:

Turn Undead

/w "@{selected|character_name}" &{template:2Espell}{{title=@{selected|token_name} attempts to Turn Undead as a level @{selected|pr-casting-level} @{selected|class3}}} {{splevel=Power}} {{school=Necromancy}}Specs=[Turn-Undead,Power,1H,Necromancy]{{components=V,S}}{{time=[[10]]}}{{range=0}}{{duration=Until broken}}{{aoe=Undead within line of sight}}{{save=See turning table}}{{reference=PHB p103}}{{damage=[Roll 1d20](! /r 1d20 check vs. your turning table) then if successful [Turn Them](!rounds --target area|@{selected|token_id}|@{target|Select undead|token_id}|Turned|99|0|Turned undead, flee if free-willed, stand aside if controlled|screaming)}}SpellData=[w:Turn Undead, sp:10, cs:VS]{{effects=**Remember that Paladins turn as a Priest of 2 levels lower.**<br> Attempting to turn counts as an action, requiring one round and occurring during the character's turn in the initiative order (thus, the undead may get to act before the character can turn them). The mere presence of the character is not enough--a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.<br> To resolve a turning attempt, look on Table 61. Cross-index the Hit Dice or type of the undead with the level of the character (two levels lower for a paladin). If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter "T" (for "turned") appears, the attempt is automatically successful without a die roll. If the letter "D" (for "dispel") is given, the turning utterly destroys the undead. A dash (--) means that a priest or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.<br> Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.}}{{material=The Priest's holy symbol}}

Essentially, Powers are just Spells by another name, that can be cast multiple times per day, and are innate to the Character's class, or to a creature. The specification is, therefore, almost identical to a spell. In the author's campaigns, Powers do not consume material components and therefore do not cost money to use (except in rare circumstances) hence there being no gp: specification (it defaults to 0gp), but other DMs can add material costs for Powers if desired. Powers are all 1 level, hence no lv: specification.


Magic Item Databases

Magic Item databases are all character sheets that have names such as

Magic Items: MI-DB-[added name]

And can have anything put at the end, though those with version numbers of the form v#.# as part of the name will be ignored.

As previously stated and as for other magic, each magic item definition has 3 parts in the database (see Section 1): an Ability Macro with a name that is unique and identifies the magic item, an Attribute with the name of the Ability Macro preceded by "ct-", and a listing in the database character sheet of the ability macro name separated by '|' along with others of the same magic item type, which is one of: Potion, Scroll, Rod/Stave/Wand, Weapon & Ammo, Armour, Ring, Miscellaneous, and also DM Only magic items. The quickest way to understand these entries is to examine existing entries. Do go to the root database and take a look (but be careful not to alter anything unless you know what you're doing!)

Note: The DM creating new magic items does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database.

Ability macros can be added to a database just by using the [+Add] button at the top of the Abilities column in the Attributes and Abilities tab of the Database Character Sheet, and then using the edit "pencil" icon on the new entry to open it for editing. Ability macros are standard Roll20 functionality and not dependent on the API. Refer to the Roll20 Help Centre for more information.

The Ability Macro may look something like this:

Oil-of-Etherealness

/w "@{selected|character_name}" &{template:2Espell}{{title=Oil of Etherealness}} {{splevel=Oil}} {{school=Alteration}}Specs=[Oil of Etherealness,Potion,1H,Alteration]{{components=M}}{{time=[[3]] rounds after application}} PotionData=[sp:30,rc:charged]{{range=User}}{{duration=4+1d4 turns}} {{aoe=User}} {{save=None}} {{healing=[Become Ethereal](!rounds --target single|@{selected|token_id}|@{target|Select a target|token_id}|Oil-of-Etherealness|[[10*(4+1d4)]]|-1|Ethereal|Ninja-mask)}}{{effects=This potion is actually a light oil that is applied externally to clothes and exposed flesh, conferring etherealness. In the ethereal state, the individual can pass through solid objects in any direction - sideways, upward, downward - or to different planes. The individual cannot touch non-ethereal objects.<br> The oil takes effect three rounds after application, and it lasts for 4+1d4 turns unless removed with a weak acidic solution prior to the expiration of its normal effective duration. It can be applied to objects as well as creatures. One potion is sufficient to anoint a normal human and such gear as he typically carries (two or three weapons, garments, armor, shield, and miscellaneous gear). Ethereal individuals are invisible.}}{{materials=Oil}}

You might notice that the structure of this macro is extremely similar to that of a spell: indeed, it uses the same Roll Template. As this is an Oil that achieves the same effect as a spell, this is not surprising.

However, there is one new field in the data section (in this case called the PotionData section):

rc:<MI-type>the recharging/curse type of the magic item.

All magic items have a recharging/curse type: for details, see the --gm-edit-mi command in the MagicMaster API help documentation. If not supplied for a magic item definition, it defaults to uncharged. Generally, items in the database are not cursed-, but can have their type changed to cursed or some recharging cursed type when the DM stores them in a container or gives them to a Character using the --gm-edit-mi command.

Other magic items might use different structures, and be more complex:

Bead-of-Force

/w "@{selected|character_name}" &{template:'+fields.defaultTemplate+'}{{name=Bead of Force}}{{subtitle=Magic Item}}Specs=[Bead of Force,Miscellaneous,1H,Evocation]{{Speed=[[0]]}}MiscData=[w:Bead of Force,sp:0,rc:charged]{{Size=Tiny}}{{Range=[Up to 30yds](!rounds --aoe @{selected|token_id}|circle|yards|0|60||dark|true)}}{{damage=[5d4](! /gmroll 5d4 damage from Bead of Force in 10ft redius) damage in 10ft radius}}{{duration=3d4 rounds}}{{Save=[To escape sphere](! /gmroll 1d20 Save vs. spell or captured in *Sphere of Force*)}}{{Effect=[Trapped in Sphere](!rounds --target area|@{selected|token_id}|Bead-of-Force|8|-1|'Held in Sphere of Force'|fishing-net)}}{{desc=These small, black spheres might be mistaken for common beads, marbles, or unusually black but lusterless pearls. From 5-8 of these beads are usually found at one time. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce. One can be hurled up to 30 yards.<br> Upon impact, the bead sends forth a burst of force that inflicts 5d4 points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage.<br> The sphere will form around any and all such creatures in the 10-foot-radius area, even those of large size, and will persist for 3d4 rounds. Victims will be unable to escape except by the same means and used to bring down a wall of force spell.}}

The Bead of Force ability macro uses a Default Roll Template, which means the only mandatory field is the Template:Name= field, and the DM can define any other fields they want to describe and enact the magic item. Here, an API button exists to do a saving throw with documented outcomes, and another API button can target an area with multiple tokens in to entrap them (if the DM rejects or confirms as they make or fail each saving throw).


Magic Items with Powers or Spell-Storing

Some magic items, especially artefacts and sentient items, can store spells and/or have powers similar to characters. MagicMaster supports magic items of this type to a degree, although there are inevitably exceptions that the DM will have to get creative in their development! These items use API buttons that call various MagicMaster commands to deliver their capabilities.

First to note is that items that have powers and spells use spell slots in the owning character's character sheet. These spell slots should not be used by characters in your campaign. If they are, errors might occur. By default, on the AD&D2E character sheet the system uses Wizard Level 14 spell slots for magic item powers, and Wizard Level 15 spell slots for spell-storing magic items. As standard AD&D2E only has spells up to level 9 this generally works without causing problems.

Next, in addition to the three standard elements of the Ability Macro, the 'ct-' attribute and the listing, these items require a 4th element which specifies their powers and spells. These are:

mi-muspells-[item-name]:Wizard spells able to be stored in the magic item
mi-prspells-[item-name]:Priest spells able to be stored in the magic item
mi-powers-[item-name]:Powers able to be used by the magic item

In each case the [item-name] is replaced by the Ability macro name (which is not case sensitive).

Note: The DM creating new spell storing or power wielding magic items does not need to worry about anything other than the Ability Macro in the database, as running the command --check-db will update all other aspects of the database appropriately for all databases, as long as the Specs and Data fields are correctly defined. Use the name of the particular database as a parameter to check and update just that database. Running the command --check-db with no parameters will check and update all databases.

When a spell-storing or power wielding magic item is added to a magic item bag or container using !magic --edit-mi or !magic --gm-edit-mi, these attributes are added to the character sheet and also they are parsed by the system and the spells and/or powers are created in the relevant spell books automatically. When such an item is found in a container by a character, or passed from character to character, all of the stored spells & powers are deleted from the old character and created in the new character. A character gaining such an item can use its spells and powers immediately.

Here is an example of a power wielding magic item:

Ring-of-Shooting-Stars

!setattr --silent --sel --casting-level|1 --casting-name|@{selected|token_name}'s Ring of Shooting Stars
/w "@{selected|character_name}" &{template:'+fields.defaultTemplate+'}{{name=Ring of Shooting Stars}}{{subtitle=Ring}}Specs=[Ring of Shooting Stars,Ring,1H,Evocation]{{Speed=[[5]]}}RingData=[w:Ring of Shooting Stars,sp:5,rc:charged,ns:6], [cl:PW,w:RoSS-Dancing-Lights,sp:5,pd:12], [cl:PW,w:RoSS-Light,sp:5,pd:2], [cl:PW,w:RoSS-Ball-Lightning,sp:5,pd:1], [cl:PW,w:RoSS-Shooting-Stars,sp:5,pd:3], [cl:PW,w:RoSS-Faerie-Fire,sp:5,pd:2], [cl:PW,w:RoSS-Spark-Shower,sp:5,pd:1] {{Size=Tiny}} {{Immunity=None}} {{Resistance=None}} {{Saves=None}} {{desc=This ring has two modes of operation - at night and underground - both of which work only in relative darkness.<br> ***During night hours, under the open sky***, the shooting stars ring will perform the following functions:<br> - [*Dancing lights*](!magic --mi-power @{selected|token_id}|RoSS-Dancing-Lights|Ring-of-Shooting-Stars|1) as spell (once per hour).<br> - [*Light*](!magic --mi-power @{selected|token_id}|RoSS-Light|Ring-of-Shooting-Stars|1), as spell (twice per night), 120-foot range.<br> - [*Ball lightning*](!magic --mi-power @{selected|token_id}|RoSS-Ball-Lightning|Ring-of-Shooting-Stars|1), as power (once per night).<br> - [*Shooting stars*](!magic --mi-power @{selected|token_id}|RoSS-Shooting-Stars|Ring-of-Shooting-Stars|1), as power (special).<br> ***Indoors at night, or underground***, the ring of shooting stars has the following properties:<br> [*Faerie fire*](!magic --mi-power @{selected|token_id}|RoSS-Faerie-Fire|Ring-of-Shooting-Stars|1) (twice per day) as spell<br> [*Spark shower*](!magic --mi-power @{selected|token_id}|RoSS-Spark-Shower|Ring-of-Shooting-Stars|1) (once per day) as power<br> Range, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5}}

Note that the ability macro starts with a call to the ChatSetAttr API to set the casting-level to 1 and the name of the caster to be <Character-name>'s Ring of Shooting Stars. Not strictly necessary, but a nice cosmetic.

The data section now includes repeating data sets, one for each of the powers that the item has:

RingData=[w:Ring of Shooting Stars,sp:5,rc:charged,ns:6], [cl:PW,w:RoSS-Dancing-Lights,sp:5,pd:12], … 

The first data set is very similar to the standard magic item data, with the addition of the ns: field, and is then followed by a number of repeated data sets specifying each of the powers:

ns:<#>The number of powers (or spells) that the item can wield or store
cl:<MU/PR/PW>The type of the power/spell specification: PW=power, MU=wizard spell, PR=priest spell
w:<text>The name of the power/spell - must be exactly the same as the database name (case ignored)
sp:<[-/+]# / dice roll spec>The speed or casting time of the power/spell in segments
pd:<-1/#>The available casts per day, or -1 for 'at will'

By running the --check-db command (see the note above) these data sets are used to correctly set up the database with the powers wielded, so that when a Character receives this item, the Character also gains the powers to use through the item.

Note: if a Character picks up two Power-wielding items with exactly the same item name (i.e. two copies of the same item) the results are unpredictable. This is best avoided.

Feel free to just copy the specification for a Ring-of-Shooting-Stars in the Rings database and save it to a new Ability Macro with a different name, and then alter the power names, speeds, and uses per day, as well as the API Button --mi-power commands and the other text, to form new power-wielding magic items. Also, the Ring does not have to have 6 powers - just remove or add one or more repeating data sets to reduce or increase the number of powers.

Here is an example of a spell-storing magic item:

Ring-of-Spell-Storing-HHSLS

/w "@{selected|character_name}" &{template:'+fields.defaultTemplate+'}{{name=Ring of Spell Storing with Haste x2, Slow, Light & Sleep}}{{subtitle=Ring}}Specs=[Ring of Spell Storing,Ring,1H,Conjuration-Summoning]{{Speed=[[5]] regardless of spell}}RingData=[w:Ring of Spell Storing HHSLS,sp:5,rc:uncharged,ns:5], [cl:MU,w:Haste,sp:5,lv:6], [cl:MU,w:Haste,sp:5,lv:6], [cl:MU,w:Slow,sp:5,lv:7], [cl:MU,w:Light,sp:5,lv:3], [cl:MU,w:Sleep,sp:5,lv:3] {{Size=Tiny}}{{Store spell=[Store Priest Spell](!magic --mem-spell MI-PR|@{selected|token_id})<br> [Store Wizard Spell](!magic --mem-spell MI-MU|@{selected|token_id})}}{{Cast spell=[View](!magic --view-spell mi-muspells|@{selected|token_id}) or [Cast](!magic --cast-spell MI|@{selected|token_id}) spells}}{{desc=A ring of spell storing contains 1d4+1 spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see "Scrolls"). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows:<br> Priest: 1d6, if 6 is rolled, roll 1d4 instead.<br> Wizard: 1d8, if 8 is rolled, roll 1d6 instead.<br> Which spell type of any given level is contained by the ring is also randomly determined.<br> The ring empathically imparts to the wearer the names of its spells. Once spell class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can be restored only by a character of appropriate class and level of experience (i.e., a 12th-level wizard is needed to restore a 6th-level magical spell to the ring). Stored spells have a casting time of [[5]].}}

This is a specific version of a Ring of Spell Storing. As the spells stored are specified in the macro, if you want there to be multiple rings of spell storing in your campaign they each need to be individually programmed (easy cut & paste job) & named differently.

The only new field in these data sets is:

lv:<#>The level of the caster who cast the spell into the ring. The spell will have effects as if cast at this level when cast from the ring.

The lv: field only specifies the level of the initial spell caster when the item is first found. Once owned and used, the level of the spell caster is recorded each time a spell is refreshed by casting into the item. As the item is then passed from one Character to another, or stored in a container and recovered later, the levels at which the spells were cast is retained. However, if the item is reloaded from the databases, or a duplicate of the item is placed by the DM and found by another character, that version of the item will have the spell caster levels from the database definitions. Note that if a single Character picks up two versions of exactly the same spell storing item (i.e. with the same item name) the results are unpredicable...

Feel free to just copy the specification for a Ring-of-Spell-Storing in the Rings database and save it to a new Ability Macro with a different name, and then alter the spell names and casting levels as desired, to form new Rings of Spell Storing or other magic items. Also, the Ring does not have to have 5 spells - just remove or add one or more repeating data sets to reduce or increase the number of stored spells (though the official definition of a Ring of Spell Storing states a maximum of 5 spells).

The key command in the Spell-Storing item that supports it casting the defined spells is !magic --cast-spell MI, called in this case via an API button. Any item specified with this command somewhere in the definition can store spells which can be specified, added or changed by the DM/Game Creator using the !magic --store-spell command.


Weapons (if using AttackMaster API)

Weapons, magical or not, are special types of items in the Magic Items databases. If coded properly (in the same way as those in the MI-DB-Weapons database), they can be used with the AttackMaster API to implement fully automatic weapon management, the ability to hold weapons "in-hand" or sheathed, to have automatic ammo and range management for ranged weapons, automatic entry of weapons into the melee and/or ranged weapons tables, ready to make attacks with magical plusses and other specifications all set up, and support for dancing weapons (ones that can attack without being held by the Character), creatures with more than 2 hands, and 1-handed weapons, 2-handed weapons, and even weapons that need more than 2 hands!

See the Weapon & Armour Database Help handout and wiki for how Weapon definitions should be structured for use with the AttackMaster API, which are just a few additions to the standard definition of an item.


Armour & Shields

Like weapons, armour and shields of all types (including magical armour like magical Bracers and Rings of Protection) can be coded to be used with the AttackMaster API to automatically calculate the appropriate AC for various scenarios (such as with & without Shield, from the back, if surprised, etc). This will take into account if the armour is valid for the character class, determine which is the best armour combination that the character has, if various armour elements can or can't work together, and add in Dexterity bonuses or impairments. It will also allow magical effects cast on the character to take effect or be adjusted via the token "circles" and highlight when such an effect is in place by showing the relevant token bar (only when there is a difference between the token AC and calculated AC).

See the Weapon & Armour Database Help handout and wiki page for how Armour & Shield definitions should be structured for use with the AttackMaster API, which are just a few additions to the standard definition of an item.

Also, see the RoundMaster API documentation for how magical effects can be placed on and affect tokens and characters.


Specs & Data field values

Below are lists of the current possible values for the item database Ability macro sections.

Specs sections

Specs=[Type, Item-Class, Handedness, Group-Type]

There are no default settings for any of the Specs data fields. All must be explicitly specified.

Spell Types

There is an infinite list of spell types: generally the type is the spell name.

Spell Item-Classes

MUSpellL\<1-9\>A Wizard spell with the Level specified as a number from 1 to 9
PRSpellL\<1-9\>A Priest spell with the Level specified as a number from 1 to 9
PowerA Power

Spell Handedness

0H A spell/power that does not take a hand (there is no Somatic component)
1H A spell/power that requires only 1 hand to cast (most spells are like this)
2H A spell/power that requires 2 hands to cast (perhaps a scroll must be held)
3H A spell/power that takes 3 hands... perhaps more than 1 caster together?
4H Etc No currently programmed spells use more than 2 hands
... ...

Spell/Power Schools

From MagicMaster v2.048 onwards, Spell Schools are specified by Class in the Class-DB definitions and, depending on the API configuration set with the --config command, will be checked by the system or otherwise. Those implemented so far for the Spells databases are:

Abjuration, Alteration, Conjuration-Summoning, Enchantment-Charm, Divination, Illusion-Phantasm, Invocation-Evocation, Necromancy.

Note that the '/' in School names in the AD&D2e PHB have been replaced by hyphens. It is also allowed to use just one half of any hyphenated school name where appropriate. If a spell or power is of more than one school, separate each with a vertical bar character '|'


Magic Item Types

There is an infinite list of magic item types: generally the type is the magic item name. A magic item can have more than one type, with each separated by a vertical bar character '|'

Magic Item Classes

WeaponWeapons that are not Melee or Ranged weapons or any other class
MeleeMelee weapons that are used in hand-to-hand combat
RangedRanged weapons that are either thrown or fire ammunition
AmmoAll types of ammunition that is used by Ranged weapons
ArmourAny type of armour that does not need to be held to work
ShieldA barrier that is held in hand(s) and defends against one or more attacks from the front
PotionAny type of potion, oil, pill or similar that is consumed or rubbed on
ScrollScrolls and spell books, that contain one or multiple spells
WandWands that cast spells or spell-like effects when wielded in the hand
StaffQuarterstaffs and similar large bludgeoning items that can also have spell-like abilities
RodWalking-stick sized rods that can do spell-like effects, especially when used to attack
RingRings that are worn on a finger, one to each hand, that protect, have powers or spells
LightAll types of lantern, torch, and other illumination
MiscellaneousAnything that does not fit in one of the other categories
UnspecifiedItems without any Specs section or an empty Class definition are listed under DM-Only

Armour Handedness

0H Items that do not require to be held to work (e.g. a Ring, Buckler or a Helm)
1H An item that must be held in one hand to work, such as a Wand
2H Items that need two hands to wield, like a Staff
3H Items that need three hands to use, perhaps by two characters... (not yet implemented)
... etc.

Item Schools

Currently, all Magic Items other than Weapons and Armour use the same set of magical schools as for Spells & Powers, as they mostly perform spell-like effects. See section 7.1(d) for the list.

Data Sections

Definitions for Data Section field types for Weapons & Armour can be found in the Weapons & Armour Database help handout & wiki page. Below are the definitions for Spell, Power & other Magical Item types.

Note: Always refer to the database specification definitions in other sections above for detailed information on the use of these Field specifiers. Not all specifiers have an obvious use.

Field Format Default Value Description Can be used in
Spell
Data
Potion
Data
Scroll
Data
Wand
Data
Staff
Data
Rod
Data
Ring
Data
Misc
Data
w:< text >'-'Name to be displayed XXXXXXX
w:< text >Name of spell or power (Not case sensitive)X
+:[ + / - ] #0Magical adjustment XXXX
n:# [ / # ]1Attacks per round XXX X
sz:[ t / s / m / l / h ]Size of item XXXXX
sp:[-]# or Dice Roll spec0Speed in segments (1/10 round)XXXXXXXX
wt:#1Weight of item in lbs X XXX X
ns:#0Number of stored spells & powers defined for item XXXXXX
w:< text >'-'Name of stored spell or power (Not case sensitive)X XXXXXX
cl:MU / PR / PWType of stored spell or power XXXXXX
lv:#1Level at which spell/power is cast XXXXX
pd:-1 / #1Number per day (power only) XXXXX
rc:Charged / Uncharged / Rechargeable / Recharging / Self-chargeable / Cursed / Charged-Cursed / Recharging-Cursed / Self-chargeable-CursedUnchargedInitial charged and Cursed status of item when found (Can be changed by DM using -gm-only-mi command once added to Character Sheet) Not case sensitive XXXXXXX


Character Sheet data fields

The Character Sheet field mapping to the API script can be altered using the definition of the fields object, the definition for which can be found at the top of each API. You can find the complete mapping for all APIs in the RPGMaster series, with an explanation of each, in a separate document - as the Author for a copy.