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