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Start cleanup of remaster changes journal (#11198)
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TikaelSol committed Nov 11, 2023
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/belcorra-haruvex.json
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"damage": {},
"defense": null,
"description": {
"value": "<p>You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the <em>@UUID[Compendium.pf2e.spells-srd.Item.Illusory Creature]</em> spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a <em>@UUID[Compendium.pf2e.spells-srd.Item.Hallucinatory Terrain]</em> spell.</p>\n<p>When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.</p>\n<p>Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.</p>\n<p><strong>Heightened (8th)</strong> As the 6th-level version, and the duration is unlimited.</p>"
"value": "<p>You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the <em>@UUID[Compendium.pf2e.spells-srd.Item.Illusory Creature]</em> spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a <em>@UUID[Compendium.pf2e.spells-srd.Item.Mirage]</em> spell.</p>\n<p>When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.</p>\n<p>Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.</p>\n<p><strong>Heightened (8th)</strong> As the 6th-level version, and the duration is unlimited.</p>"
},
"duration": {
"sustained": false,
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/dune-candle.json
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},
"category": "defensive",
"description": {
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Glitterdust]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Revealing Light]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/groetan-candle.json
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},
"category": "defensive",
"description": {
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Glitterdust]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Revealing Light]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/sacuishu.json
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},
"category": "defensive",
"description": {
"value": "<p>Sacuishu is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Glitterdust]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
"value": "<p>Sacuishu is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Revealing Light]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/spellvoid.json
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},
"category": "defensive",
"description": {
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Glitterdust]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Revealing Light]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/voidglutton.json
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},
"category": "offensive",
"description": {
"value": "<p>A voidglutton is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Glitterdust]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>, and spells with the light trait.</p>"
"value": "<p>A voidglutton is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Revealing Light]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>, and spells with the light trait.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/will-o-the-deep.json
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},
"category": "defensive",
"description": {
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Glitterdust]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
"value": "<p>A will-o'-wisp is immune to all spells except <em>@UUID[Compendium.pf2e.spells-srd.Item.Faerie Fire]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Revealing Light]</em>, <em>@UUID[Compendium.pf2e.spells-srd.Item.Force Barrage]{Magic Missile}</em>, and <em>@UUID[Compendium.pf2e.spells-srd.Item.Quandary]{Maze}</em>.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/abomination-vaults-bestiary/witchfire-warden.json
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"damage": {},
"defense": null,
"description": {
"value": "<p>You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the <em>@UUID[Compendium.pf2e.spells-srd.Item.Illusory Creature]</em> spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a <em>@UUID[Compendium.pf2e.spells-srd.Item.Hallucinatory Terrain]</em> spell.</p>\n<p>When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.</p>\n<p>Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.</p>\n<p><strong>Heightened (8th)</strong> As the 6th-level version, and the duration is unlimited.</p>"
"value": "<p>You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the <em>@UUID[Compendium.pf2e.spells-srd.Item.Illusory Creature]</em> spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a <em>@UUID[Compendium.pf2e.spells-srd.Item.Mirage]</em> spell.</p>\n<p>When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.</p>\n<p>Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.</p>\n<hr />\n<p><strong>Heightened (6th)</strong> Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.</p>\n<p><strong>Heightened (8th)</strong> As the 6th-level version, and the duration is unlimited.</p>"
},
"duration": {
"sustained": false,
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2 changes: 1 addition & 1 deletion packs/age-of-ashes-bestiary/bida.json
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},
"category": "offensive",
"description": {
"value": "<p>By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level <em>@UUID[Compendium.pf2e.spells-srd.Item.Hallucinatory Terrain]</em> spell, except the area is a @Template[type:burst|distance:500] and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion.</p>"
"value": "<p>By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level <em>@UUID[Compendium.pf2e.spells-srd.Item.Mirage]</em> spell, except the area is a @Template[type:burst|distance:500] and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/age-of-ashes-bestiary/candlarons-echo.json
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"damage": {},
"defense": null,
"description": {
"value": "<p>A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.</p>\n<h3><strong>Prismatic Spray</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>1d8</th>\n<th>Color</th>\n<th>Save</th>\n<th>Effects (Traits)</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Red</td>\n<td>Reflex</td>\n<td>50 fire damage (fire)</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Orange</td>\n<td>Reflex</td>\n<td>60 acid damage (acid)</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Yellow</td>\n<td>Reflex</td>\n<td>70 electricity damage (electricity)</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Green</td>\n<td>Fortitude</td>\n<td>30 poison damage and @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 minute (poison)</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Blue</td>\n<td>Fortitude</td>\n<td>Affected as if by <em>@UUID[Compendium.pf2e.spells-srd.Item.Petrify]</em></td>\n</tr>\n<tr>\n<td>6</td>\n<td>Indigo</td>\n<td>Will</td>\n<td>Confused, as the <em>@UUID[Compendium.pf2e.spells-srd.Item.Warp Mind]</em> spell (mental)</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Violet</td>\n<td>Will</td>\n<td>Slowed for 1 minute; if a critical failure, sent to another plane, as <em>@UUID[Compendium.pf2e.spells-srd.Item.Plane Shift]</em> (teleportation)</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Potent beam</td>\n<td>-</td>\n<td>Affected by two beams - roll twice, rerolling any duplicates or results of 8</td>\n</tr>\n</tbody>\n</table>"
"value": "<p>A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.</p>\n<h3><strong>Prismatic Spray</strong></h3>\n<table class=\"pf2-table\">\n<thead>\n<tr>\n<th>1d8</th>\n<th>Color</th>\n<th>Save</th>\n<th>Effects (Traits)</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Red</td>\n<td>Reflex</td>\n<td>50 fire damage (fire)</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Orange</td>\n<td>Reflex</td>\n<td>60 acid damage (acid)</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Yellow</td>\n<td>Reflex</td>\n<td>70 electricity damage (electricity)</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Green</td>\n<td>Fortitude</td>\n<td>30 poison damage and @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 minute (poison)</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Blue</td>\n<td>Fortitude</td>\n<td>Affected as if by <em>@UUID[Compendium.pf2e.spells-srd.Item.Petrify]</em></td>\n</tr>\n<tr>\n<td>6</td>\n<td>Indigo</td>\n<td>Will</td>\n<td>Confused, as the <em>@UUID[Compendium.pf2e.spells-srd.Item.Warp Mind]</em> spell (mental)</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Violet</td>\n<td>Will</td>\n<td>Slowed for 1 minute; if a critical failure, sent to another plane, as <em>@UUID[Compendium.pf2e.spells-srd.Item.Interplanar Teleport]</em> (teleportation)</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Potent beam</td>\n<td>-</td>\n<td>Affected by two beams - roll twice, rerolling any duplicates or results of 8</td>\n</tr>\n</tbody>\n</table>"
},
"duration": {
"sustained": false,
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