Fix dash words and some other typos

This commit is contained in:
Tomáš Heger
2020-05-01 01:22:24 +02:00
parent bb23154df8
commit 0df5d50fe5
18 changed files with 1757 additions and 1762 deletions
+353 -353
View File
@@ -2,13 +2,13 @@ from .spells import Spell
class AbiDalzimsHorridWilting(Spell):
"""You draw the moisture from every creature in a 30-foot cube centered on a point
you choose within range. Each creature in that area must make a Constitution
saving throw. Constructs and undead aren't affected, and plants and water
elementals make this saving throw with disadvantage. A creature takes 12d8
necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs,
"""You draw the moisture from every creature in a 30-foot cube centered on a point
you choose within range. Each creature in that area must make a Constitution
saving throw. Constructs and undead aren't affected, and plants and water
elementals make this saving throw with disadvantage. A creature takes 12d8
necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs,
wither and die instantly.
"""
name = "Abi-Dalzims Horrid Wilting"
@@ -26,15 +26,15 @@ class AbiDalzimsHorridWilting(Spell):
class AbsorbElements(Spell):
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
damage
The spell captures some of the incoming energy, lessening its effect on
you and storing it for your next melee attack. You have resistance to the
triggering damage type until the start of your next turn. Also, the first time
you hit with a melee attack on your next turn, the target takes an extra 1d6
you and storing it for your next melee attack. You have resistance to the
triggering damage type until the start of your next turn. Also, the first time
you hit with a melee attack on your next turn, the target takes an extra 1d6
damage of the triggering type, and the spell ends.
At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the extra damage
At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
"""
name = "Absorb Elements"
@@ -56,11 +56,11 @@ class AcidArrow(Spell):
2d4 acid damage at the end of its next turn. On a miss, the arrow
splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage (both initial and later) increases
by 1d4 for each slot level above 2nd.
"""
level = 2
name = "Acid Arrow"
@@ -73,13 +73,13 @@ class AcidArrow(Spell):
class AcidSplash(Spell):
"""You hurl a bubble of acid.
Choose one creature within range, or choose two
creatures within range that are within 5 feet of each other. A target must
"""You hurl a bubble of acid.
Choose one creature within range, or choose two
creatures within range that are within 5 feet of each other. A target must
succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels:
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
At Higher Levels:
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
"""
name = "Acid Splash"
@@ -95,14 +95,14 @@ class AcidSplash(Spell):
class AganazzarsScorcher(Spell):
"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
direction you choose.
Each creature in the line must make a Dexterity saving
"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
direction you choose.
Each creature in the line must make a Dexterity saving
throw. A creature takes 3d8 fire damage on a failed save, or half as much damage
on a successful one.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
above 2nd.
"""
name = "Aganazzars Scorcher"
@@ -118,13 +118,13 @@ class AganazzarsScorcher(Spell):
class Aid(Spell):
"""Your spell bolsters your allies with toughness and resolve.
Choose up to three
creatures within range. Each target's hit point maximum and current hit points
"""Your spell bolsters your allies with toughness and resolve.
Choose up to three
creatures within range. Each target's hit point maximum and current hit points
increase by 5 for the duration.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, a target's hit points increase by an
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, a target's hit points increase by an
additional 5 for each slot level above 2nd.
"""
name = "Aid"
@@ -140,17 +140,17 @@ class Aid(Spell):
class Alarm(Spell):
"""You set an alarm against unwanted intrusion.
Choose a door, a window, or an
area within range that is no larger than a 20-foot cube. Until the spell ends,
an alarm alerts you whenever a tiny or larger creature touches or enters the
"""You set an alarm against unwanted intrusion.
Choose a door, a window, or an
area within range that is no larger than a 20-foot cube. Until the spell ends,
an alarm alerts you whenever a tiny or larger creature touches or enters the
warded area. When you cast the spell, you can designate creatures that won't set
off the alarm. You also choose whether the alarm is mental or audible.
A
off the alarm. You also choose whether the alarm is mental or audible.
A
mental alarm alerts you with a ping in your mind if you are within 1 mile of the
warded area. This ping awakens you if you are sleeping.
An audible alarm
warded area. This ping awakens you if you are sleeping.
An audible alarm
produces the sound of a hand bell for 10 seconds within 60 feet.
"""
name = "Alarm"
@@ -167,28 +167,28 @@ class Alarm(Spell):
class AlterSelf(Spell):
"""You assume a different form.
When you cast the spell, choose one of the
following options, the effects of which last for the duration of the spell.
While the spell lasts, you can end one option as an action to gain the benefits
When you cast the spell, choose one of the
following options, the effects of which last for the duration of the spell.
While the spell lasts, you can end one option as an action to gain the benefits
of a different one.
Aquatic Adaptation. You adapt your body to an aquatic
environment, sprouting gills, and growing webbing between your fingers. You can
Aquatic Adaptation. You adapt your body to an aquatic
environment, sprouting gills, and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to your walking speed.
Change
Appearance. You transform your appearance. You decide what you look like,
including your height, weight, facial features, sound of your voice, hair
length, coloration, and distinguishing characteristics, if any. You can make
yourself appear as a member of another race, though none of your statistics
change. You also don't appear as a creature of a different size than you, and
your basic shape stays the same; if you're bipedal, you can't use this spell to
Appearance. You transform your appearance. You decide what you look like,
including your height, weight, facial features, sound of your voice, hair
length, coloration, and distinguishing characteristics, if any. You can make
yourself appear as a member of another race, though none of your statistics
change. You also don't appear as a creature of a different size than you, and
your basic shape stays the same; if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the duration of the spell, you
can use your action to change your appearance in this way again.
Natural
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
damage, as appropriate to the natural weapon you chose, and you are proficient
with your unarmed strikes. Finally, the natural weapon is magic and you have a
Natural
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
damage, as appropriate to the natural weapon you chose, and you are proficient
with your unarmed strikes. Finally, the natural weapon is magic and you have a
+1 bonus to the attack and damage rolls you make using it.
"""
name = "Alter Self"
@@ -205,14 +205,14 @@ class AlterSelf(Spell):
class AnimalFriendship(Spell):
"""This spell lets you convince a beast that you mean it no harm.
Choose a beast
that you can see within range. It must see and hear you. If the beast's
Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
on a Wisdom saving throw or be charmed by you for the spell's duration. If you
Choose a beast
that you can see within range. It must see and hear you. If the beast's
Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
on a Wisdom saving throw or be charmed by you for the spell's duration. If you
or one of your companions harms the target, the spell ends.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can
affect one additional beast for each slot level above 1st.
"""
name = "Animal Friendship"
@@ -229,24 +229,24 @@ class AnimalFriendship(Spell):
class AnimalMessenger(Spell):
"""By means of this spell, you use an animal to deliver a message.
Choose a Tiny
beast you can see within range, such as a squirrel, a blue ray, or a bat. You
specify a location, which you must have visited, and a recipient who matches a
general description, such as a man or woman dressed in the uniform of the town
guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
up to twenty-five words. The target beast travels for the duration of the spell
towards the specified location, covering about 50 miles per 24 hours for a
Choose a Tiny
beast you can see within range, such as a squirrel, a blue ray, or a bat. You
specify a location, which you must have visited, and a recipient who matches a
general description, such as a man or woman dressed in the uniform of the town
guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
up to twenty-five words. The target beast travels for the duration of the spell
towards the specified location, covering about 50 miles per 24 hours for a
flying messenger or 25 miles for other animals.
When the messenger arrives, it
delivers your message to the creature that you described, replicating the sound
of your voice. The messenger speaks only to a creature matching the description
you gave. If the messenger doesn't reach its destination before the spell ends,
the message is lost, and the beast makes it way back to where you cast this
When the messenger arrives, it
delivers your message to the creature that you described, replicating the sound
of your voice. The messenger speaks only to a creature matching the description
you gave. If the messenger doesn't reach its destination before the spell ends,
the message is lost, and the beast makes it way back to where you cast this
spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level
or higher, the duration of the spell increases by 48 hours for each slot level
or higher, the duration of the spell increases by 48 hours for each slot level
above 2nd.
"""
name = "Animal Messenger"
@@ -262,27 +262,27 @@ class AnimalMessenger(Spell):
class AnimalShapes(Spell):
"""Your magic turns others into beasts.
Choose any number of willing creatures
that you can see within range. You transform each target into the form of a
large or smaller beast with a challenge rating of 4 or lower. On subsequent
"""Your magic turns others into beasts.
Choose any number of willing creatures
that you can see within range. You transform each target into the form of a
large or smaller beast with a challenge rating of 4 or lower. On subsequent
turns, you can use your actions to transform affected creatures into new forms. 
The transformation lasts for the duration for each target, or until the target
drops to 0 hit points or dies. You can choose a different form for each target.
A target's game statistics are replaced by the statistics of the chosen beast,
though the target retains its alignment and Intelligence, Wisdom, and Charisma
scores. The target assumes the hit points of its new form, and when it reverts
to its normal form, it returns to the number of hit point it had before it
transformed. If it reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it isn't knocked unconcious.
The creature is limited in the actions it can perform by the nature of its new
form, and it can't speak or cast spells.
A target's game statistics are replaced by the statistics of the chosen beast,
though the target retains its alignment and Intelligence, Wisdom, and Charisma
scores. The target assumes the hit points of its new form, and when it reverts
to its normal form, it returns to the number of hit point it had before it
transformed. If it reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it isn't knocked unconcious.
The creature is limited in the actions it can perform by the nature of its new
form, and it can't speak or cast spells.
 
The target's gear melds into the new
form. The target can't activate, wield, or otherwise benefit from any of its
form. The target can't activate, wield, or otherwise benefit from any of its
equipment.
"""
name = "Animal Shapes"
@@ -298,31 +298,31 @@ class AnimalShapes(Spell):
class AnimateDead(Spell):
"""This spell creates an undead servant.
Choose a pile of bones or a corpse of a
Medium or Small humanoid within range. Your spell imbues the target with a foul
"""This spell creates an undead servant.
Choose a pile of bones or a corpse of a
Medium or Small humanoid within range. Your spell imbues the target with a foul
mimicry of life, raising it as an undead creature. The target becomes a skeleton
if you chose bones or a zombie if you chose a corpse (the DM has the creature's
game statistics).
On each of your turns, you can use a bonus action to
game statistics).
On each of your turns, you can use a bonus action to
mentally command any creature you made with this spell if the creature is within
60 feet of you (if you control multiple creatures, you can command any or all
60 feet of you (if you control multiple creatures, you can command any or all
of them at the same time, issuing the same command to each one). You decide what
action the creature will take and where it will move during its next turn, or
you can issue a general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only defends itself against
hostile creatures. Once given an order, the creature continues to follow it
action the creature will take and where it will move during its next turn, or
you can issue a general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only defends itself against
hostile creatures. Once given an order, the creature continues to follow it
until its task is complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you've given it. To maintain the
control of the creature for another 24 hours, you must cast this spell on the
creature again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with this
The creature is under your control for 24 hours,
after which it stops obeying any command you've given it. To maintain the
control of the creature for another 24 hours, you must cast this spell on the
creature again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with this
spell, rather than animating a new one.
At Higher Levels: When you cast this
At Higher Levels: When you cast this
spell using a spell slot of 4th level or higher, you animate or reassert control
over two additional undead creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile of bones.
@@ -340,54 +340,54 @@ class AnimateDead(Spell):
class AnimateObjects(Spell):
"""Objects come to life at your command.
Choose up to ten nonmagical objects
within range that are not being worn or carried. Medium targets count as two
objects, Large targets count as four objects, Huge targets count as eight
"""Objects come to life at your command.
Choose up to ten nonmagical objects
within range that are not being worn or carried. Medium targets count as two
objects, Large targets count as four objects, Huge targets count as eight
objects. You can't animate any object larger than Huge. Each target animates and
becomes a creature under your control until the spell ends or until reduced to
0 hit points.
As a bonus action, you can mentally command any creature you
made with this spell if the creature is within 500 feet of you (if you control
becomes a creature under your control until the spell ends or until reduced to
0 hit points.
As a bonus action, you can mentally command any creature you
made with this spell if the creature is within 500 feet of you (if you control
multiple creatures, you can command any or all of them at the same time, issuing
the same command to each one). You decide what action the creature will take
the same command to each one). You decide what action the creature will take
and where it will move during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue no commands,
such as to guard a particular chamber or corridor. If you issue no commands,
the creature only defends itself against hostile creatures. Once given an order,
the creature continues to follow it until its task is complete.
Animated
Object Statistics
Tiny HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
Str: 4, Dex: 18
the creature continues to follow it until its task is complete.
Animated
Object Statistics
Tiny HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
Str: 4, Dex: 18
Small HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str:
6, Dex: 14
Medium HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
10, Dex: 12
Large HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
14, Dex: 10
6, Dex: 14
Medium HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
10, Dex: 12
Large HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
14, Dex: 10
Huge HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18,
Dex: 6
An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
the objects lack legs or other appendages it can use for locomotion, it instead
has a flying speed of 30 feet and can hover. If the object is securely attached
Dex: 6
An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
the objects lack legs or other appendages it can use for locomotion, it instead
has a flying speed of 30 feet and can hover. If the object is securely attached
to a surface or larger object, such as a chain bolted to a wall, its speed is 0.
It has blindsight with a radius of 30 feet and is blind beyond that distance.
When the animated object drops to 0 hit points, it reverts to its original
It has blindsight with a radius of 30 feet and is blind beyond that distance.
When the animated object drops to 0 hit points, it reverts to its original
object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against
a creature within 5 feet of it. It makes a slam attack with an attack bonus and
bludgeoning damage determine by its size. The DM might rule that a specific
bludgeoning damage determine by its size. The DM might rule that a specific
object inflicts slashing or piercing damage based on its form.
At Higher
Levels: If you cast this spell using a spell slot of 6th level or higher, you
At Higher
Levels: If you cast this spell using a spell slot of 6th level or higher, you
can animate two additional objects for each slot level above 5th.
"""
name = "Animate Objects"
@@ -403,14 +403,14 @@ class AnimateObjects(Spell):
class AntilifeShell(Spell):
"""A shimmering barrier extends out from you in a 10-foot radius and moves with
you, remaining centered on you and hedging out creatures other than undead and
constructs.
The barrier lasts for the duration. The barrier prevents an
affected creature from passing or reaching through. An affected creature can
cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affect creature is forced to pass through the barrier,
"""A shimmering barrier extends out from you in a 10-foot radius and moves with
you, remaining centered on you and hedging out creatures other than undead and
constructs.
The barrier lasts for the duration. The barrier prevents an
affected creature from passing or reaching through. An affected creature can
cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affect creature is forced to pass through the barrier,
the spell ends.
"""
name = "Antilife Shell"
@@ -426,62 +426,62 @@ class AntilifeShell(Spell):
class AntimagicField(Spell):
"""A 10-foot-radius invisible sphere of antimagic surrounds you.
This area is
divorced from the magical energy that suffeses the multiverse. Within the
"""A 10-foot-radius invisible sphere of antimagic surrounds you.
This area is
divorced from the magical energy that suffeses the multiverse. Within the
sphere, spells can't be cast, summoned creatures disappear, and even magic items
become mundane. Until the spell ends, the spere moves with you, centered on
you.
become mundane. Until the spell ends, the spere moves with you, centered on
you.
Spells and other magical effects, except those created by an artifact or a
deity, are suppressed in the sphere and can't protrude into it. A slot expended
to cast a suppressed spell is consumed. While an effect is suppressed, it
to cast a suppressed spell is consumed. While an effect is suppressed, it
doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects.
Targeted Effects.
Spells and other magical effects, such as magic missle and
charm person, that target a creature or an object in the sphere have no effect
on that target.
Areas of Magic.
The area of another spell or magical effect,
such as fireball, can't extend into the sphere. If the sphere overlaps an area
of magic, the part of the area that is covered by the sphere is suppressed. For
example, the flames created by a wall of fire are suppressed within the sphere,
creating a gap in the wall if the overlap is large enough.
Spells.
 Any
charm person, that target a creature or an object in the sphere have no effect
on that target.
Areas of Magic.
The area of another spell or magical effect,
such as fireball, can't extend into the sphere. If the sphere overlaps an area
of magic, the part of the area that is covered by the sphere is suppressed. For
example, the flames created by a wall of fire are suppressed within the sphere,
creating a gap in the wall if the overlap is large enough.
Spells.
 Any
active spell or other magical effect on a creature or an object in the sphere is
suppressed while the creature or object is in it.
Magic Items.
The
suppressed while the creature or object is in it.
Magic Items.
The
properties and powers of magic items are suppressed in the sphere. Forexample, a
+1 longsword in the sphere functions as a nonmagical longsword. A magic
weapon's properties and powers are suppressed if it is used against a target in
the sphere or wielded by an attacker in the sphere. If a magic weapon or piece
of magic ammunition fully leaves the sphere (For example, if you fire a magic
arrow or throw a magic spear at a target outside the sphere), the magic of the
item ceases to be supressed as soon as it exits.
Magical Travel.
Teleportation and planar travel fail to work in the sphere, whether the sphere
is the destination or the departure point for such magical travel. A portal to
another location, world, or plane of existence, as well as an opening to an
extradimensional space such as that created by the rope trick spells,
temporarily closes while in the sphere.
Creatures and Objects.
A creature or
object summoned or created by magic temporarily winks out of existence in the
+1 longsword in the sphere functions as a nonmagical longsword. A magic
weapon's properties and powers are suppressed if it is used against a target in
the sphere or wielded by an attacker in the sphere. If a magic weapon or piece
of magic ammunition fully leaves the sphere (For example, if you fire a magic
arrow or throw a magic spear at a target outside the sphere), the magic of the
item ceases to be supressed as soon as it exits.
Magical Travel.
Teleportation and planar travel fail to work in the sphere, whether the sphere
is the destination or the departure point for such magical travel. A portal to
another location, world, or plane of existence, as well as an opening to an
extradimensional space such as that created by the rope trick spells,
temporarily closes while in the sphere.
Creatures and Objects.
A creature or
object summoned or created by magic temporarily winks out of existence in the
sphere. Such a creature instantly reappears once the space the creature occupied
is no longer withinthe sphere.
Dispel Magic.
is no longer withinthe sphere.
Dispel Magic.
Spells and magical effects such
as dispel magic have no effect on the sphere. Likewise, the spheres created by
as dispel magic have no effect on the sphere. Likewise, the spheres created by
different antimagic field spells don't nullify each other.
"""
name = "Antimagic Field"
@@ -497,46 +497,46 @@ class AntimagicField(Spell):
class Antipathysympathy(Spell):
"""This spell attracts or repels creatures of your choice.
You target something
within range, either a Huge or smaller object or creature or an area that is no
larger than a 200-foot cube. Then specify a kind of intelligent creature, such
as red dragons, goblins, or vampires. You invest the target with an aura that
either attracts or repels the specified creatures for the duration. Choose
"""This spell attracts or repels creatures of your choice.
You target something
within range, either a Huge or smaller object or creature or an area that is no
larger than a 200-foot cube. Then specify a kind of intelligent creature, such
as red dragons, goblins, or vampires. You invest the target with an aura that
either attracts or repels the specified creatures for the duration. Choose
antipathy or sympathy as the aura's effect. 
Antipathy.
Antipathy.
The enchantment causes
creatures of the kind you designated to feel an intense urge to leave the area
creatures of the kind you designated to feel an intense urge to leave the area
and avoid the target. When such a creature can see the target or comes within 60
feet of it, the creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened while it can see the target
or is within 60 feet of it. While frightened by the target, the creature must
use its movement to move to the nearest safe spot from which it can't see the
target. If the creature moves more than 60 feet from the target and can't see
it, the creature is no longer frightened, but the creature becomes frightened
feet of it, the creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened while it can see the target
or is within 60 feet of it. While frightened by the target, the creature must
use its movement to move to the nearest safe spot from which it can't see the
target. If the creature moves more than 60 feet from the target and can't see
it, the creature is no longer frightened, but the creature becomes frightened
again if it regains sight of the target or moves within 60 feet of it. 
Sympathy.
The enchantment causes the specified creatures to feel an intense
urge to approach the target while within 60 feet of it or able to see it. When
such a creature can see the target or comes within 60 feet o fit, the creature
must succeed on a Wisdom saving throw or use its movement on each of its turns
Sympathy.
The enchantment causes the specified creatures to feel an intense
urge to approach the target while within 60 feet of it or able to see it. When
such a creature can see the target or comes within 60 feet o fit, the creature
must succeed on a Wisdom saving throw or use its movement on each of its turns
to enter the area or move within reach of the target. When the creature has done
so, it can't willingly move away from the target. If the target damages or
otherwise harms an affected creature, the affected creature can make a
so, it can't willingly move away from the target. If the target damages or
otherwise harms an affected creature, the affected creature can make a
Wisdom saving throw to end the effect, as described below. 
Ending the Effect.
If an affected creature ends its turn while not within 60 feet of the target
or able to see it, the creature makes a Wisdom saving throw. On a successful
save, the creature is no longer affected by the target and recognizes the
If an affected creature ends its turn while not within 60 feet of the target
or able to see it, the creature makes a Wisdom saving throw. On a successful
save, the creature is no longer affected by the target and recognizes the
feeling of repugnance or attraction as magical. In addition, a creature affected
by the spell is allowed another Wisdom saving throw every 24 hours while the
by the spell is allowed another Wisdom saving throw every 24 hours while the
spell persists. 
A creature that successfully saves against this effect is
A creature that successfully saves against this effect is
immune to it for 1 minute, after which time it can be affected again.
"""
name = "Antipathysympathy"
@@ -553,13 +553,13 @@ class Antipathysympathy(Spell):
class ArcaneEye(Spell):
"""You create an invisible, magical eye within range that hovers in the air for the
duration.
You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in every
direction.
As an action, you can move the eye up to 30 feet in any direction.
There is no limit to how far away from you the eye can move, but it can't enter
another plane of existence. A solid barrier blocks the eye's movement, but the
duration.
You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in every
direction.
As an action, you can move the eye up to 30 feet in any direction.
There is no limit to how far away from you the eye can move, but it can't enter
another plane of existence. A solid barrier blocks the eye's movement, but the
eye can pass through an opening as small as 1 inch in diameter.
"""
name = "Arcane Eye"
@@ -575,24 +575,24 @@ class ArcaneEye(Spell):
class ArcaneGate(Spell):
"""You create linked teleportation portals that remain open for the duration.
Choose two points on the ground that you can see, one point within 10 feet of
you and one point within 500 feet of you. A circular portal, 10 feet in
diameter, opens over each point. If the portal would open in the space occupied
by a creature, the spell fails, and the casting is lost.
 The portals are two-
dimensional glowing rings filled with mist, hovering inches from the ground and
perpendicular to it at the points you choose. A ring is visible only from one
side (your choice), which is the side that functions as a portal.
"""You create linked teleportation portals that remain open for
the duration.
Choose two points on the ground that you can see, one point within 10 feet
of you and one point within 500 feet of you. A circular portal, 10 feet in
diameter, opens over each point. If the portal would open in the space
occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering
inches from the ground and perpendicular to it at the points you choose.
A ring is visible only from one side (your choice), which is the side that
functions as a portal.
 
Any
creature or object entering the portal exits from the other portal as if the two
were adjacent to each other; passing through a portal from the nonportal side
has no effect. The mist that fills each portal is opaque and blocks vision
through it. On your turn, you can rotate the rings as a bonus action so that the
active side faces in a different direction.
Any creature or object entering the portal exits from the other portal as if
the two were adjacent to each other; passing through a portal from
the nonportal side has no effect. The mist that fills each portal is opaque
and blocks vision through it. On your turn, you can rotate the rings as
a bonus action so that the active side faces in a different direction.
"""
name = "Arcane Gate"
level = 6
@@ -607,16 +607,16 @@ class ArcaneGate(Spell):
class ArcaneLock(Spell):
"""You touch a closed door, window, gate, chest, or other entryway, and
it becomes locked for the duration. You and the creatures you
designate when you cast this spell can open the object normally. You
"""You touch a closed door, window, gate, chest, or other entryway, and
it becomes locked for the duration. You and the creatures you
designate when you cast this spell can open the object normally. You
can also set a password that, when spoken within 5 feet of the object,
suppresses this spell for 1 minute. Otherwise, it is impassable until
it is broken or the spell is dispelled or suppressed. Casting knock
it is broken or the spell is dispelled or suppressed. Casting knock
on the object suppresses arcane lock for 10 minutes.
While affected
by this spell, the object is more difficult to break or force open;
While affected
by this spell, the object is more difficult to break or force open;
the DC to break it or pick any locks on it increases by 10.
"""
name = "Arcane Lock"
@@ -632,14 +632,14 @@ class ArcaneLock(Spell):
class ArmorOfAgathys(Spell):
"""A protective magical force surrounds you, manifesting as a spectral frost that
covers you and your gear.
You gain 5 temporary hit points for the duration. If
a creature hits you with a melee attack while you have these hit points, the
"""A protective magical force surrounds you, manifesting as a spectral frost that
covers you and your gear.
You gain 5 temporary hit points for the duration. If
a creature hits you with a melee attack while you have these hit points, the
creature takes 5 cold damage.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the temporary hit points and the cold
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the temporary hit points and the cold
damage increase by 5 for each slot
"""
name = "Armor Of Agathys"
@@ -655,15 +655,15 @@ class ArmorOfAgathys(Spell):
class ArmsOfHadar(Spell):
"""You invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt
from you and batter all creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed save, a target takes 2d6
necrotic damage and can't take reactions until its next turn. On a successful
"""You invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt
from you and batter all creatures within 10 feet of you. Each creature in that
area must make a Strength saving throw. On a failed save, a target takes 2d6
necrotic damage and can't take reactions until its next turn. On a successful
save, the creature takes half damage, but suffers no other effect.
At Higher
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
At Higher
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.
"""
name = "Arms Of Hadar"
@@ -679,39 +679,39 @@ class ArmsOfHadar(Spell):
class AstralProjection(Spell):
"""You and up to eight willing creatures within range project your astral bodies
into the Astral Plane (the spell fails and the casting is wasted if you are
already on that plane).
The material body you leave behind is unconscious and
"""You and up to eight willing creatures within range project your astral bodies
into the Astral Plane (the spell fails and the casting is wasted if you are
already on that plane).
The material body you leave behind is unconscious and
in a state of suspended animation; it doesn't need food or air and doesn't age. 
Your astral body resembles your mortal form in almost every way, replicating
your game statistics and possessions. The principal difference is the addition
of a silvery cord that extends from between your shoulder blades and trails
behind you, fading to invisibility after 1 foot. This cord is your tether to
your material body. As long as the tether remains intact, you can find your
way home. If the cord is cut something that can happen only when an effect
specifically states that it does your soul and body are separated, killing you
Your astral body resembles your mortal form in almost every way, replicating
your game statistics and possessions. The principal difference is the addition
of a silvery cord that extends from between your shoulder blades and trails
behind you, fading to invisibility after 1 foot. This cord is your tether to
your material body. As long as the tether remains intact, you can find your
way home. If the cord is cut something that can happen only when an effect
specifically states that it does your soul and body are separated, killing you
instantly. 
Your astral form can freely travel through the Astral Plane and can
pass through portals there leading to any other plane. If you enter a new plane
or return to the plane you were on when casting this spell, your body
and possessions are transported along the silver cord, allowing you to re-enter
your body as you enter the new plane. Your astral form is a separate
incarnation. Any damage or other effects that apply to it have no effect on
your physical body, nor do they persist when you return to it. The spell ends
for you and your companions when you use your action to dismiss it. When the
or return to the plane you were on when casting this spell, your body
and possessions are transported along the silver cord, allowing you to re-enter
your body as you enter the new plane. Your astral form is a separate
incarnation. Any damage or other effects that apply to it have no effect on
your physical body, nor do they persist when you return to it. The spell ends
for you and your companions when you use your action to dismiss it. When the
spell ends, the affected creature returns to its physical body, and it awakens. 
The spell might also end early for you or one of your companions. A successful
dispel magic spell used against an astral or physical body ends the spell for
that creature. If a creature's original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silver cord
is intact, the cord pulls the creature's astral form back to its body, ending
its state of suspended animation. If you are returned to your body prematurely,
dispel magic spell used against an astral or physical body ends the spell for
that creature. If a creature's original body or its astral form drops to 0 hit
points, the spell ends for that creature. If the spell ends and the silver cord
is intact, the cord pulls the creature's astral form back to its body, ending
its state of suspended animation. If you are returned to your body prematurely,
your companions remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points.
"""
@@ -728,23 +728,23 @@ class AstralProjection(Spell):
class Augury(Spell):
"""By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
employing some other divining tool, you receive an omen from an otherworldly
entity about the results of a specific course of action that you plan to take
within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good
and bad results
- Nothing, for results that aren't especially good or bad
"""By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
employing some other divining tool, you receive an omen from an otherworldly
entity about the results of a specific course of action that you plan to take
within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good
and bad results
- Nothing, for results that aren't especially good or bad
The
spell doesn't take into account any possible circumstances that might change
the outcome, such as the casting of additional spells or the loss or gain of a
companion. If you cast the spell two or more times before completing your
next long rest, there is a cumulative 25 percent chance for each casting after
spell doesn't take into account any possible circumstances that might change
the outcome, such as the casting of additional spells or the loss or gain of a
companion. If you cast the spell two or more times before completing your
next long rest, there is a cumulative 25 percent chance for each casting after
the first that you get a random reading. The DM makes this roll in secret.
"""
name = "Augury"
@@ -760,11 +760,11 @@ class Augury(Spell):
class AuraOfLife(Spell):
"""Life-preserving energy radiates from you in an aura with a 30-foot radius.
Until the spll ends, the aura moves with you, centered on you. Each nonhostile
creature in the aura (including you) has resistance to necrotic damage, and its
hit point maximum can't be reduced. In addition, a nonhostile, living creature
"""Life-preserving energy radiates from you in an aura with a 30-foot radius.
Until the spll ends, the aura moves with you, centered on you. Each nonhostile
creature in the aura (including you) has resistance to necrotic damage, and its
hit point maximum can't be reduced. In addition, a nonhostile, living creature
regains 1 hit point when it starts its turn in the arua with 0 hit points.
"""
name = "Aura Of Life"
@@ -780,12 +780,12 @@ class AuraOfLife(Spell):
class AuraOfPurity(Spell):
"""Purifying energy radiates from you in an aura with a 30-foot radius.
Until the
spell ends, the aura moves with you, centered on you. Each nonhostile creature
in the aura (including you) can't become diseased, has resistance to poison
"""Purifying energy radiates from you in an aura with a 30-foot radius.
Until the
spell ends, the aura moves with you, centered on you. Each nonhostile creature
in the aura (including you) can't become diseased, has resistance to poison
damage, and has advantage on saving throws against effects that cause any of the
following conditions: blnded, charmed, deafended, frightened, paralyzed,
following conditions: blnded, charmed, deafended, frightened, paralyzed,
poisoned, and stunned.
"""
name = "Aura Of Purity"
@@ -801,8 +801,8 @@ class AuraOfPurity(Spell):
class AuraOfVitality(Spell):
"""Healing energy radiates from you in an aura with a 30-foot radius.
Until the
"""Healing energy radiates from you in an aura with a 30-foot radius.
Until the
spell ends, the aura moves with you, centered on you. You can use a bonus action
to cause one creature in the aura (including you) to regain 2d6 hit points.
"""
@@ -819,20 +819,20 @@ class AuraOfVitality(Spell):
class Awaken(Spell):
"""After spending the casting time tracing magical pathways within a precious
gemstone, you touch a huge or smaller beast or plant.
The target must have
either no Intelligence score or an Intelligence of 3 or less. The target gains
an Intelligence of 10. The target also gains the ability to speak one language
you know. If the target is a plant, it gains the ability to move its limbs,
"""After spending the casting time tracing magical pathways within a precious
gemstone, you touch a huge or smaller beast or plant.
The target must have
either no Intelligence score or an Intelligence of 3 or less. The target gains
an Intelligence of 10. The target also gains the ability to speak one language
you know. If the target is a plant, it gains the ability to move its limbs,
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's.
Your DM chooses statistics appropriate for the awakened plant, such as the
statistics for the awakened shrub or the awakened tree.
The awakened beast or
Your DM chooses statistics appropriate for the awakened plant, such as the
statistics for the awakened shrub or the awakened tree.
The awakened beast or
plant is charmed by you for 30 days or until you and your companions do anything
harmful to it. When the charmed condition ends, the awakened creature chooses
whether to remain friendly to you, based on how you treated it while it was
harmful to it. When the charmed condition ends, the awakened creature chooses
whether to remain friendly to you, based on how you treated it while it was
charmed.
"""
name = "Awaken"