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Fix Major Enigma Mirror spell DC, fix TV items minor description formatting issues (#19303)
1 parent 4938807 commit 46b19bf

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-19
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packs/equipment/empaths-cordial.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an emotion effect impacting a creature's emotions, within 30 feet. A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a Perception check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to Perception checks to @UUID[Compendium.pf2e.actionspf2e.Item.Sense Motive] against creatures whose emotions you can sense.</p>"
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>The pale liquid of <em>empath's cordial</em> changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an emotion effect impacting a creature's emotions, within 30 feet. A creature that failed a saving throw against @UUID[Compendium.pf2e.spells-srd.Item.Calm] can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a Perception check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to Perception checks to @UUID[Compendium.pf2e.actionspf2e.Item.Sense Motive] against creatures whose emotions you can sense.</p>"
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},
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"hardness": 0,
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"hp": {

packs/equipment/energizing-treat.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's @UUID[Compendium.pf2e.conditionitems.Item.Quickened] for 1 minute. It can use the extra action each round only for Strike, Stride, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it.</p>"
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>An <em>energizing treat</em> is a treat made from meat or grains. When you feed your animal companion or familiar an <em>energizing treat</em>, it's @UUID[Compendium.pf2e.conditionitems.Item.Quickened] for 1 minute. It can use the extra action each round only for Strike, Stride, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it.</p>"
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},
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"hardness": 0,
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"hp": {

packs/equipment/enigma-mirror-major.json

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},
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"containerId": null,
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"description": {
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"value": "<p>Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 27.</p><ul><li><strong>Armor</strong> After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally is @UUID[Compendium.pf2e.conditionitems.Item.Concealed] as if seen in a misty mirror, until the end of your next turn.</li><li><strong>Weapon</strong> After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You're affected by the @UUID[Compendium.pf2e.spells-srd.Item.Thicket of Knives] spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon.</li></ul><p><strong>Activate</strong> Cast a Spell</p><hr /><p><strong>Effect</strong> You cast @UUID[Compendium.pf2e.spells-srd.Item.Forbidding Ward].</p><hr /><p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day</p><hr /><p><strong>Effect</strong> You cast @UUID[Compendium.pf2e.spells-srd.Item.Mirror's Misfortune].</p><hr /><p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day</p><hr /><p><strong>Effect</strong> You cast @UUID[Compendium.pf2e.spells-srd.Item.Mirror Malefactors].</p>"
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"value": "<p>Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 30.</p><ul><li><strong>Armor</strong> After you cast an illusion spell by activating the mirror, choose one ally within 30 feet. That ally is @UUID[Compendium.pf2e.conditionitems.Item.Concealed] as if seen in a misty mirror, until the end of your next turn.</li><li><strong>Weapon</strong> After you cast an illusion spell by activating the mirror, illusory copies of the weapon swirl in the air around it. You're affected by the @UUID[Compendium.pf2e.spells-srd.Item.Thicket of Knives] spell until the end of your next turn. The spell ends if you stop wielding the affixed weapon.</li></ul><p><strong>Activate</strong> Cast a Spell</p><hr /><p><strong>Effect</strong> You cast @UUID[Compendium.pf2e.spells-srd.Item.Forbidding Ward].</p><hr /><p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day</p><hr /><p><strong>Effect</strong> You cast @UUID[Compendium.pf2e.spells-srd.Item.Mirror's Misfortune].</p><hr /><p><strong>Activate</strong> Cast a Spell</p>\n<p><strong>Frequency</strong> once per day</p><hr /><p><strong>Effect</strong> You cast @UUID[Compendium.pf2e.spells-srd.Item.Mirror Malefactors].</p>"
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},
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"hardness": 0,
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"hp": {

packs/equipment/enigma-sight-potion.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these \"crystals\" act like liquid when poured or consumed. Drinking the potion grants you the effects of a @UUID[Compendium.pf2e.spells-srd.Item.Truesight] spell, except that you use your Perception modifier and half your level, rounded up, for the secret counteract check instead of the normal counteract modifier and spell rank. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for [[/gmr 1d4 #rounds]]{1d4 rounds} and @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} as your brain struggles to process what you see.</p>"
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>A vial of this <em>enigma-sight potion</em> seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these \"crystals\" act like liquid when poured or consumed. Drinking the potion grants you the effects of a @UUID[Compendium.pf2e.spells-srd.Item.Truesight] spell, except that you use your Perception modifier and half your level, rounded up, for the secret counteract check instead of the normal counteract modifier and spell rank. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for [[/gmr 1d4 #rounds]]{1d4 rounds} and @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} as your brain struggles to process what you see.</p>"
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},
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"hardness": 0,
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"hp": {

packs/equipment/euphoric-loop-greater.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Activate</strong> Cast a Spell</p><hr /><p>This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a @UUID[Compendium.pf2e.spells-srd.Item.Charm] spell, the spell creates a blissful experience for all targets of the spell. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces all targets of the <em>charm</em> spell to attempt a Will save against your spell DC.</p><hr /><p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} or, if the spell ended because of a hostile action, @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} or, if the spell ended because 470772 of a hostile action, confused for 1 round.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 3} or, if the spell ended because of a hostile action, confused for 2 rounds.</p>"
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"value": "<p><strong>Activate</strong> Cast a Spell</p><hr /><p>This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a @UUID[Compendium.pf2e.spells-srd.Item.Charm] spell, the spell creates a blissful experience for all targets of the spell. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces all targets of the <em>charm</em> spell to attempt a Will save against your spell DC.</p><hr /><p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} or, if the spell ended because of a hostile action, @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} or, if the spell ended because of a hostile action, confused for 1 round.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 3} or, if the spell ended because of a hostile action, confused for 2 rounds.</p>"
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},
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"hardness": 0,
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"hp": {

packs/equipment/euphoric-loop.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Activate</strong> Cast a Spell</p><hr /><p>This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a @UUID[Compendium.pf2e.spells-srd.Item.Charm] spell, the spell creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.</p><hr /><p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} or, if the spell ended because of a hostile action, @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} or, if the spell ended because 470772 of a hostile action, confused for 1 round.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 3} or, if the spell ended because of a hostile action, confused for 2 rounds.</p>"
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"value": "<p><strong>Activate</strong> Cast a Spell</p><hr /><p>This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a @UUID[Compendium.pf2e.spells-srd.Item.Charm] spell, the spell creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.</p><hr /><p><strong>Critical Success</strong> The target is unaffected.</p>\n<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} or, if the spell ended because of a hostile action, @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.</p>\n<p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} or, if the spell ended because of a hostile action, confused for 1 round.</p>\n<p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 3} or, if the spell ended because of a hostile action, confused for 2 rounds.</p>"
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},
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"hardness": 0,
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"hp": {

packs/equipment/everyneed-pack-greater.json

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},
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"containerId": null,
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"description": {
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"value": "<p>Constructed of green material and decorated with a white Glyph of the Open Road, has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 5 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 45 gp have been removed from it.</p><hr /><p><strong>Activate</strong> 1 minute (manipulate)</p>\n<p><strong>Frequency</strong> once per hour</p>\n<p><strong>Effect</strong> You draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less.</p>"
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"value": "<p>Constructed of green material and decorated with a white Glyph of the Open Road, an <em>everyneed pack</em> has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 5 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 45 gp have been removed from it.</p><hr /><p><strong>Activate</strong> 1 minute (manipulate)</p>\n<p><strong>Frequency</strong> once per hour</p>\n<p><strong>Effect</strong> You draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less.</p>"
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"hardness": 0,
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"hp": {

packs/equipment/everyneed-pack.json

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},
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"containerId": null,
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"description": {
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"value": "<p>Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.</p><hr /><p><strong>Activate</strong> 1 minute (manipulate)</p>\n<p><strong>Frequency</strong> once per hour</p>\n<p><strong>Effect</strong> You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.</p>"
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"value": "<p>Constructed of green material and decorated with a white Glyph of the Open Road, an <em>everyneed pack</em> has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.</p><hr /><p><strong>Activate</strong> 1 minute (manipulate)</p>\n<p><strong>Frequency</strong> once per hour</p>\n<p><strong>Effect</strong> You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less.</p>"
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"hardness": 0,
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"hp": {

packs/equipment/familiar-morsel.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p>Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted.</p>"
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"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (manipulate)</p><hr /><p><em>Familiar morsels</em> are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a <em>familiar morsel</em>, the morsel is nothing more than a pleasing snack, its magic wasted.</p>"
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"hardness": 0,
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"hp": {

packs/equipment/fate-shot.json

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"containerId": null,
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"damage": null,
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"description": {
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"value": "<p><strong>Ammunition</strong> any</p>\n<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (concentrate)</p><hr /><p>Fate shot is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a @Check[flat|dc:11]. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal 1d6, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the deadly trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage.</p>"
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"value": "<p><strong>Ammunition</strong> any</p>\n<p><strong>Activate</strong> <span class=\"action-glyph\">1</span> (concentrate)</p><hr /><p><em>Fate shot</em> is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a @Check[flat|dc:11]. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a <em>fate shot</em> arrow fired from a shortbow would normally deal 1d6, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the deadly trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage.</p>"
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},
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"hardness": 0,
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"hp": {

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