vagabond-rpg-foundryvtt/packs/_source/classes/luminary.json
Cal Corum bcbf8338ff Fix compendium IDs to be exactly 16 alphanumeric characters
Foundry VTT v13 requires all _id values to be exactly 16 characters.
Previous IDs ranged from 17-25+ characters and caused validation errors.

Changes:
- Use 7-char prefix per type (vgbdAnc, vgbdCls, vgbdPrk, etc.)
- Append 9-char name derived from filename with padding
- Handle collisions with numeric suffixes (e.g., vgbdPrkheighten1)

Files updated across all compendiums:
- Ancestries: 7 files
- Classes: 18 files
- Perks: 103 files (3 collision fixes)
- Spells: 58 files
- Weapons: 43 files
- Armor: 5 files
- Equipment: ~300 files (25 collision fixes)
- Bestiary: ~70 files (8 collision fixes)
- Statuses: ~15 files

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 11:04:10 -06:00

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{
"_id": "vgbdClsluminary0",
"_key": "!items!vgbdClsluminary0",
"name": "Luminary",
"type": "class",
"img": "icons/svg/sun.svg",
"system": {
"description": "<p>Channelers of the magic of creation, luminaries are philosophers, muses, and healers of the people.</p>",
"keyStat": "awareness",
"actionStyle": "mysticism",
"zone": "midline",
"weaponTraining": [],
"skillTraining": [
{
"type": "fixed",
"skills": ["mysticism"],
"count": 1
},
{
"type": "choice",
"skills": ["arcana", "detect", "influence", "leadership", "medicine"],
"count": 3
}
],
"trainedSkills": [],
"startingPack": "<p>Devout</p>",
"isCaster": true,
"progression": [
{
"level": 1,
"mana": 4,
"castingMax": 0,
"spellsKnown": 4,
"features": ["Theurgy", "Radiant Healer"]
},
{
"level": 2,
"mana": 4,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Overheal"]
},
{
"level": 3,
"mana": 4,
"castingMax": 0,
"spellsKnown": 1,
"features": ["Perk"]
},
{
"level": 4,
"mana": 4,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Ever-Cure"]
},
{
"level": 5,
"mana": 4,
"castingMax": 0,
"spellsKnown": 1,
"features": ["Perk"]
},
{
"level": 6,
"mana": 4,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Revivify"]
},
{
"level": 7,
"mana": 4,
"castingMax": 0,
"spellsKnown": 1,
"features": ["Perk"]
},
{
"level": 8,
"mana": 4,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Saving Grace"]
},
{
"level": 9,
"mana": 4,
"castingMax": 0,
"spellsKnown": 1,
"features": ["Perk"]
},
{
"level": 10,
"mana": 4,
"castingMax": 0,
"spellsKnown": 0,
"features": ["Life-Giver"]
}
],
"features": [
{
"name": "Theurgy",
"level": 1,
"description": "<p>You can Cast Spells using Mysticism. <strong>Spells:</strong> You learn 4 Spells, two of which must always be Life and Light. You learn 1 other Spell every 2 Luminary Levels hereafter. <strong>Mana:</strong> Your Maximum Mana is equal to (4 × your Luminary Level), and the highest amount of Mana you can spend to Cast a Spell is equal to (Awareness + half your Luminary Level, round up). You regain spent Mana when you Rest.</p>",
"passive": true,
"changes": []
},
{
"name": "Radiant Healer",
"level": 1,
"description": "<p>You get the <strong>Assured Healer Perk</strong>, and the healing rolls of your Spells can also explode on their highest value.</p>",
"passive": true,
"changes": []
},
{
"name": "Overheal",
"level": 2,
"description": "<p>If you restore HP that exceeds the Being's Max HP, you can give the excess to yourself or a Being you can see.</p>",
"passive": true,
"changes": []
},
{
"name": "Ever-Cure",
"level": 4,
"description": "<p>When you restore HP, you can end either a Charmed, Confused, Dazed, Frightened, or Sickened Status affecting the Target.</p>",
"passive": true,
"changes": []
},
{
"name": "Revivify",
"level": 6,
"description": "<p>You can revive a Being with the Life Spell if it has been dead for as long as 1 hour. If you die, you are revived automatically. Afterward, you cannot be revived by this Feature for 1 day.</p>",
"passive": true,
"changes": []
},
{
"name": "Saving Grace",
"level": 8,
"description": "<p>Your healing rolls can also explode on a 2.</p>",
"passive": true,
"changes": []
},
{
"name": "Life-Giver",
"level": 10,
"description": "<p>Beings you revive are revived at 4 Fatigue if their Fatigue was previously higher, and do not gain Fatigue from your Life Spell.</p>",
"passive": true,
"changes": []
}
],
"customResource": {}
},
"reviewed": true
}