Removed non utf-8 characters

This commit is contained in:
Tim-Jackins
2019-09-09 12:45:22 -04:00
parent 9a49e7cb14
commit 08ed7da59d
52 changed files with 1386 additions and 1381 deletions
+39 -39
View File
@@ -32,7 +32,7 @@ class IceStorm(Spell):
cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storms area of effect into difficult terrain until the end
Hailstones turn the storm's area of effect into difficult terrain until the end
of your next turn.
At Higher Levels: When you cast this spell using a spell
@@ -77,11 +77,11 @@ class Identify(Spell):
class IllusoryDragon(Spell):
"""By gathering threads of shadow material from the Shadowfell, you create a Huge
shadowy dragon in an unoccupied space that you can see within range. The
illusion lasts for the spells duration and occupies its space, as if it were a
illusion lasts for the spell's duration and occupies its space, as if it were a
creature.
When the illusion appears, any of your enemies that can see it must
succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
frightened creature ends its turn in a location where it doesnt have line of
frightened creature ends its turn in a location where it doesn't have line of
sight to the illusion, it can repeat the saving throw, ending the effect on
itself on a success.
As a bonus action on your turn, you can move the illusion
@@ -145,10 +145,10 @@ class Immolation(Spell):
"""Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. On a failed save, the target also burns for the
spells duration. The burning target sheds bright light in a 30-foot radius and
spell's duration. The burning target sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
the spell ends on a successful one. These magical flames cant be extinguished
the spell ends on a successful one. These magical flames can't be extinguished
by nonmagical means.
If damage from this spell kills a target, the target is
turned to ash.
@@ -170,8 +170,8 @@ class Imprisonment(Spell):
The target must succeed on a Wisdom saving throw or be bound by the spell; if
it succeeds, it is immune to this spell if you cast it again. While affected by
this spell, the creature doesn't need to breathe, eat, or drink, and it doesnt
age. Divination spells cant locate or perceive the target.
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
age. Divination spells can't locate or perceive the target.
When you cast the
spell, you choose one of the following forms of imprisonment. 
@@ -187,7 +187,7 @@ class Imprisonment(Spell):
Chaining
Heavy chains, firmly rooted in the ground, hold the target in place.
The target is restrained until the spell ends, and it cant move or be moved by
The target is restrained until the spell ends, and it can't move or be moved by
any means until then.
The special component for this version of the spell is
a fine chain of precious metal.
@@ -206,14 +206,14 @@ class Imprisonment(Spell):
gemstone or similarobject. Light can pass through the gemstone
normally (allowing the target to see out and other creatures to see in), but
nothing else can pass through, even by means of teleportation or planar travel.
The gemstone cant be cut or broken while the spell remains in effect.
The gemstone can't be cut or broken while the spell remains in effect.
The
special component for this version of the spell is a large, transparent
gemstone, such as a corundum, diamond, or ruby.
Slumber
The target falls asleep
and cant be awoken.
and can't be awoken.
The special component for this version of the
spell consists of rare soporific herbs. 
@@ -223,7 +223,7 @@ class Imprisonment(Spell):
the spell to end and release the target. The condition can be as specific or as
elaborate as you choose, but the DM must agree that the condition is reasonable
and has a likelihood of coming to pass. The conditions can be based on a
creatures name, identity, or deity but otherwise must be based on
creature's name, identity, or deity but otherwise must be based on
observable actions or qualities and not based on intangibles such as level,
class, or hit points.
@@ -258,7 +258,7 @@ class IncendiaryCloud(Spell):
cloud appears, each creature in it must make a Dexterity saving throw. A
creature takes 10d8 fire damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw when it enters the
spells area for the first time on a turn or ends its turn there.
spell's area for the first time on a turn or ends its turn there.
The cloud
moves 10 feet directly away from you in a direction that you choose at the start
@@ -278,33 +278,33 @@ class IncendiaryCloud(Spell):
class InfernalCalling(Spell):
"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
the devils type, which must be one of challenge rating 6 or lower, such as a
the devil's type, which must be one of challenge rating 6 or lower, such as a
barbed devil or a bearded devil. The devil appears in an unoccupied space that
you can see within range. The devil disappears when it drops to 0 hit points or
when the spell ends.
The devil is unfriendly toward you and your companions.
Roll initiative for the devil, which has its own turns. It is under the Dungeon
Masters control and acts according to its nature on each of its turns, which
Master's control and acts according to its nature on each of its turns, which
might result in its attacking you if it thinks it can prevail, or trying to
tempt you to undertake an evil act in exchange for limited service. The DM has
the creatures statistics.
the creature's statistics.
On each of your turns, you can try to issue a verbal
command to the devil (no action required by you). It obeys the command if the
likely outcome is in accordance with its desires, especially if the result would
draw you toward evil. Otherwise, you must make a Charisma (Deception,
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
make the check with advantage if you say the devils true name. Ifyour check
make the check with advantage if you say the devil's true name. Ifyour check
fails, the devil becomes immune to your verbal commands for the duration of the
spell, though it can still carry out your commands if it chooses. If your check
succeeds, the devil carries out your command such as attack my enemies,
explore the room ahead," or bear this message to the queen"until it completes
succeeds, the devil carries out your command- such as "attack my enemies,"
"explore the room ahead," or "bear this message to the queen"-until it completes
the activity, at which point it returns to you to report having done so.
If
your concentration ends before the spell reaches its full duration, the devil
doesnt disappear if it has become immune to your verbal commands. Instead, it
acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If
you possess an individual devils talisman, you can summon that devil if it is
you possess an individual devil's talisman, you can summon that devil if it is
of the appropriate challenge
rating plus 1, and it obeys all your commands, with
no Charisma checks required.
@@ -330,10 +330,10 @@ class Infestation(Spell):
one creature you can see within range. The target must succeed on a Constitution
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesnt
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
provoke opportunity attacks, and if the direction rolled is blocked, the target
doesn't move.
The spells damage increases by 1d6 when you reach 5th level
The spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
"""
name = "Infestation"
@@ -371,13 +371,13 @@ class InflictWounds(Spell):
class InsectPlague(Spell):
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
choose within range. The sphere spreads around corners. The sphere remains for
the duration, and its area is lightly obscured. The spheres area is difficult
the duration, and its area is lightly obscured. The sphere's area is difficult
terrain.
When the area appears, each creature in it must make a Constitution
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must also make this saving throw
when it enters the spells area for the first time on a turn or ends its turn
when it enters the spell's area for the first time on a turn or ends its turn
there.
At Higher Levels: When you cast this spell using a spell slot of 6th
@@ -397,14 +397,14 @@ class InsectPlague(Spell):
class InvestitureOfFlame(Spell):
"""Flames race across your body, shedding bright light in a 30-foot radius and dim
light for an additional 30 feet for the spells duration. The flames dont harm
light for an additional 30 feet for the spell's duration. The flames don't harm
you. Until the spell ends, you gain the following benefits:
You are immune to
- You are immune to
fire damage and have resistance to cold damage.
Any creature that moves within
- Any creature that moves within
5 feet of you for the first time on a turn or ends its turn there takes 1d10
fire damage.
You can use your action to create a line of fire 15 feet long and
- You can use your action to create a line of fire 15 feet long and
5 feet wide extending from you in a direc- tion you choose. Each creature in
the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
a failed save, or half as much damage on a successful one.
@@ -424,13 +424,13 @@ class InvestitureOfFlame(Spell):
class InvestitureOfIce(Spell):
"""Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can
- You are immune to cold damage and have resistance to fire damage.
- You can
move across difficult terrain created by ice or snow without spending extra
movement.
The ground in a 10-foot radius around you is icy and is difficult
- The ground in a 10-foot radius around you is icy and is difficult
terrain for creatures other than you. The radius moves with you.
You can use
- You can use
your action to create a 15-foot cone of freezing wind extending from your
outstretched hand in a direction you choose. Each creature in the cone must make
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
@@ -452,15 +452,15 @@ class InvestitureOfIce(Spell):
class InvestitureOfStone(Spell):
"""Until the spell ends, bits of rock spread across your body, and you gain the
following benefits:
You have resistance to bludgeoning, piercing, and slashing
- You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons.
You can use your action to create a small
- You can use your action to create a small
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
that ground must succeed on a Dexterity saving throw or be knocked prone.
You
- You
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and
without destabilizing it, but you cant end your movement there. If you do so,
without destabilizing it, but you can't end your movement there. If you do so,
you are ejected to the nearest unoccupied space, this spell ends, and you are
stunned until the end of your next turn.
"""
@@ -479,11 +479,11 @@ class InvestitureOfStone(Spell):
class InvestitureOfWind(Spell):
"""Until the spell ends, wind whirls around you, and you gain the following
benefits:
Ranged weapon attacks made against you have disad- vantage on the
- Ranged weapon attacks made against you have disad- vantage on the
attack roll.
You gain a flying speed of 60 feet. If you are still flying when
- You gain a flying speed of 60 feet. If you are still flying when
the spell ends, you fall, unless you can some- how prevent it.
You can use
- You can use
your action to create a 15-foot cube of swirling wind centered on a point you
can see within 60 feet of you. Each creature in that area must make a
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
@@ -505,7 +505,7 @@ class InvestitureOfWind(Spell):
class Invisibility(Spell):
"""A creature you touch becomes invisible until the spell ends. Anything the target
is wearing or carrying is invisible as long as it is on the targets person.
is wearing or carrying is invisible as long as it is on the target's person.
The spell ends for a target that attacks or casts a spell.
At Higher Levels: