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
+8 -7
View File
@@ -260,13 +260,14 @@ class ForgeDomain(ClericDomain):
humble blacksmith who keeps a village in horseshoes and plow blades to the humble blacksmith who keeps a village in horseshoes and plow blades to the
mighty elf artisan whose diamond-tipped arrows of mithral have felled demon mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
lords. The gods of the forge teach that, with patience and hard work, even lords. The gods of the forge teach that, with patience and hard work, even
the most intractable metal can be transformed from a lump of ore to a beau- the most intractable metal can be transformed from a lump of ore to
tifully wrought object. Clerics of these deities search for objects lost to a beautifully wrought object. Clerics of these deities search for objects
the forces of darkness, liberate mines overrun by ores, and uncover rare lost to the forces of darkness, liberate mines overrun by ores, and uncover
and wondrous materials necessary to create potent magic items. Followers rare and wondrous materials necessary to create potent magic items.
of these gods take great pride in their work, and they are willing to craft Followers of these gods take great pride in their work, and they are willing
and use heavy armor and powerful weapons to protect them. Deities of this to craft and use heavy armor and powerful weapons to protect them. Deities
domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and
Goibhniu.
""" """
name = "Forge Domain" name = "Forge Domain"
+2 -2
View File
@@ -85,8 +85,8 @@ class ShepherdCircle(SubClass):
Members of this circle become adventurers to oppose forces that threaten Members of this circle become adventurers to oppose forces that threaten
their charges or to seek knowledge and power that will help them safeguard their charges or to seek knowledge and power that will help them safeguard
their charges better. Wherever these druids go, the spirits of the wil- their charges better. Wherever these druids go, the spirits of
derness are with them the wilderness are with them
""" """
name = "Circle of the Shepherd" name = "Circle of the Shepherd"
+3 -3
View File
@@ -114,9 +114,9 @@ class OathOfVengance(PaladinOath):
committed a grievous sin. When evil forces slaughter helpless villagers, committed a grievous sin. When evil forces slaughter helpless villagers,
when an entire people turns against the will of the gods, when a thieves' when an entire people turns against the will of the gods, when a thieves'
guild grows too violent and powerful, when a dragon rampages through the guild grows too violent and powerful, when a dragon rampages through the
countryside-at times like these, paladins arise and swear an Oath of countryside - at times like these, paladins arise and swear an Oath of
Vengeance to set right that which has gone wrong. To these paladins- Vengeance to set right that which has gone wrong. To these paladins -
sometimes called avengers or dark knights-their own purity is not as sometimes called avengers or dark knights - their own purity is not as
important as delivering justice. important as delivering justice.
**Tenets of Vengance**: The tenets of the Oath of Vengeance vary by **Tenets of Vengance**: The tenets of the Oath of Vengeance vary by
+3 -3
View File
@@ -121,9 +121,9 @@ class HorizonWalker(SubClass):
class MonsterSlayer(SubClass): class MonsterSlayer(SubClass):
"""You have dedicated yourself to hunting down creatures of the night and """You have dedicated yourself to hunting down creatures of the night and
wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil
fey, fiends, and other magical threats. Trained in supernatural tech- fey, fiends, and other magical threats. Trained in supernatural techniques
niques to overcome such monsters, Slayers are experts at unearthing and to overcome such monsters, Slayers are experts at unearthing and defeating
defeating mighty, mystical foes. mighty, mystical foes.
""" """
name = "Monster Slayer" name = "Monster Slayer"
+2 -2
View File
@@ -133,8 +133,8 @@ class Scout(SubClass):
class Swashbuckler(SubClass): class Swashbuckler(SubClass):
"""You focus your training on the art of the blade, relying on speed, """You focus your training on the art of the blade, relying on speed,
elegance, and charm in equal parts. While some warriors are brutes clad in elegance, and charm in equal parts. While some warriors are brutes clad in
heavy armor, your method of fighting looks almost like a performance. Du- heavy armor, your method of fighting looks almost like a performance.
elists and pirates typically belong to this archetype. A Swashbuckler Duelists and pirates typically belong to this archetype. A Swashbuckler
excels in single combat, and can fight with two weapons while safely excels in single combat, and can fight with two weapons while safely
darting away from an opponent darting away from an opponent
+2 -2
View File
@@ -92,8 +92,8 @@ class Celestial(SubClass):
"""Your patron is a powerful being of the Upper Planes. You have bound yourself """Your patron is a powerful being of the Upper Planes. You have bound yourself
to an ancient empyrean, solar, ki-rin, unicorn, or other entity that to an ancient empyrean, solar, ki-rin, unicorn, or other entity that
resides in the planes of everlasting bliss. Your pact with that being resides in the planes of everlasting bliss. Your pact with that being
allows you to experience the barest touch of the holy light that illu- allows you to experience the barest touch of the holy light that illuminates
minates the multiverse. the multiverse.
Being connected to such power can cause changes in your behavior and Being connected to such power can cause changes in your behavior and
beliefs. You might find yourself driven to annihilate the undead, to defeat beliefs. You might find yourself driven to annihilate the undead, to defeat
+4 -4
View File
@@ -370,10 +370,10 @@ class UthgardtHeritage(Feature):
class KeptInStyle(Feature): class KeptInStyle(Feature):
"""While you are in Waterdeep or elsewhere in the North your house sees to your """While you are in Waterdeep or elsewhere in the North your house sees to
everyday needs. Your name and signet are sufficient to cover most of your your everyday needs. Your name and signet are sufficient to cover most of
expenses; the inns, taverns, and festhalls you frequent are glad to re- your expenses; the inns, taverns, and festhalls you frequent are glad to
cord your debt and send an accounting to your family's estate in Waterdeep record your debt and send an accounting to your family's estate in Waterdeep
to settle what you owe. to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having This advantage enables you to live a comfortable lifestyle without having
+6 -6
View File
@@ -589,8 +589,8 @@ class DesertAura(Feature):
Choose desert, sea, or tundra. Your aura's effect depends on that chosen Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura's effects require a whenever you gain a level in this class. If your aura's effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu- saving throw, the DC equals 8 + your proficiency bonus + your Constitution
tion modifier. modifier.
**Desert**: When this effect is activated, all other creatures in your **Desert**: When this effect is activated, all other creatures in your
aura take 2 fire damage each. The damage increases when you reach certain aura take 2 fire damage each. The damage increases when you reach certain
@@ -612,8 +612,8 @@ class SeaAura(Feature):
Choose desert, sea, or tundra. Your aura's effect depends on that chosen Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura's effects require a whenever you gain a level in this class. If your aura's effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu- saving throw, the DC equals 8 + your proficiency bonus + your Constitution
tion modifier. modifier.
**Sea**: When this effect is activated, you can choose one other creature **Sea**: When this effect is activated, you can choose one other creature
you can see in your aura. The target must make a Dexterity saving you can see in your aura. The target must make a Dexterity saving
@@ -637,8 +637,8 @@ class TundraAura(Feature):
Choose desert, sea, or tundra. Your aura's effect depends on that chosen Choose desert, sea, or tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your environment choice environment, as detailed below. You can change your environment choice
whenever you gain a level in this class. If your aura's effects require a whenever you gain a level in this class. If your aura's effects require a
saving throw, the DC equals 8 + your proficiency bonus + your Constitu- saving throw, the DC equals 8 + your proficiency bonus + your Constitution
tion modifier. modifier.
**Tundra**: When this effect is activated, each creature of your choice in **Tundra**: When this effect is activated, each creature of your choice in
your aura gains 2 temporary hit points, as icy spirits inure it to your aura gains 2 temporary hit points, as icy spirits inure it to
+7 -7
View File
@@ -402,13 +402,13 @@ class PsychicBlades(Feature):
class WordsOfTerror(Feature): class WordsOfTerror(Feature):
"""At 3rd level, you learn to infuse innocent-seeming words with an insidious """At 3rd level, you learn to infuse innocent-seeming words with
magic that can inspire terror. If you speak to a humanoid alone for at an insidious magic that can inspire terror. If you speak to a humanoid alone
least 1 minute, you can attempt to seed paranoia in its mind. At the end of for at least 1 minute, you can attempt to seed paranoia in its mind. At
the conversation, the target must succeed on a Wisdom saving throw against the end of the conversation, the target must succeed on a Wisdom saving
your spell save DC or be frightened of you or another creature ofyour throw against your spell save DC or be frightened of you or another creature
choice. The target is frightened in this way for 1 hour, until it is at- of your choice. The target is frightened in this way for 1 hour, until it is
tacked or damaged, or until it witnesses its allies being attacked or attacked or damaged, or until it witnesses its allies being attacked or
damaged. damaged.
If the target succeeds on its saving throw, the target has no hint that you If the target succeeds on its saving throw, the target has no hint that you
+2 -2
View File
@@ -50,8 +50,8 @@ class WildShape(Feature):
You retain the benefit of any features from your class, race, or other You retain the benefit of any features from your class, race, or other
source and can use them if the new form is physically capable of doing source and can use them if the new form is physically capable of doing
so. However, you can't use any of your special senses, such as darkvi- so. However, you can't use any of your special senses, such as darkvision,
sion, unless your new form also has that sense. unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, You choose whether your equipment falls to the ground in your space,
merges into your new form, or is worn by it. Worn equipment functions as merges into your new form, or is worn by it. Worn equipment functions as
+6 -6
View File
@@ -583,8 +583,8 @@ class RoyalEnvoy(Feature):
class InspiringSurge(Feature): class InspiringSurge(Feature):
"""Starting at 10th level, when you use your Action Surge feature , you can """Starting at 10th level, when you use your Action Surge feature , you can
choose one creature within 60 feet of you that is allied with you. That choose one creature within 60 feet of you that is allied with you. That
creature can make one melee or ranged weapon attack with its reaction, pro- creature can make one melee or ranged weapon attack with its reaction,
vided that it can see or hear you. Starting at 18th level, you can choose provided that it can see or hear you. Starting at 18th level, you can choose
two allies within 60 feet of you, rather than one. two allies within 60 feet of you, rather than one.
""" """
@@ -697,10 +697,10 @@ class BeguilingArrow(Feature):
target. The creature hit by the arrow takes an extra 2d6 psychic damage, target. The creature hit by the arrow takes an extra 2d6 psychic damage,
and choose one ofyour allies within 30 feet of the target. The target must and choose one ofyour allies within 30 feet of the target. The target must
succeed on a Wisdom saving throw, or it is charmed by the chosen ally until succeed on a Wisdom saving throw, or it is charmed by the chosen ally until
the start ofyour next turn. This effect ends early if the chosen ally at- the start ofyour next turn. This effect ends early if the chosen ally
tacks the charmed target, deals damage to it, or forces it to make a saving attacks the charmed target, deals damage to it, or forces it to make
throw. The psychic damage increases to 4d6 when you reach 18th level in a saving throw. The psychic damage increases to 4d6 when you reach 18th
this class. level in this class.
""" """
name = "Arcane Shot: Beguiling Arrow" name = "Arcane Shot: Beguiling Arrow"
+4 -4
View File
@@ -272,10 +272,10 @@ class RebukeTheViolent(Feature):
class AuraOfTheGuardian(Feature): class AuraOfTheGuardian(Feature):
"""Starting at 7th level, you can shield others from harm at the cost of your """Starting at 7th level, you can shield others from harm at the cost of your
own health. When a creature within 10 feet of you takes damage, you can use own health. When a creature within 10 feet of you takes damage, you can use
your reaction to magically take that damage, instead of that creature tak- your reaction to magically take that damage, instead of that creature taking
ing it. This feature doesn't transfer any other effects that might it. This feature doesn't transfer any other effects that might accompany
accompany the damage, and this damage can't be reduced in any way. At 18th the damage, and this damage can't be reduced in any way. At 18th level,
level, the range of this aura increases to 30 feet. the range of this aura increases to 30 feet.
""" """
name = "Aura of the Guardian" name = "Aura of the Guardian"
+13 -13
View File
@@ -409,9 +409,9 @@ class LightBearer(Feature):
class RadiantSoul(Feature): class RadiantSoul(Feature):
"""Starting at 3rd level, you can use your action to unleash the divine energy """Starting at 3rd level, you can use your action to unleash the divine
within yourself, causing your eyes to glimmer and two luminous, incor- energy within yourself, causing your eyes to glimmer and two luminous,
poreal wings to sprout from your back. incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus Your transformation lasts for 1 minute or until you end it as a bonus
action. During it, you have a flying speed of 30 feet, and once on each of action. During it, you have a flying speed of 30 feet, and once on each of
@@ -449,18 +449,18 @@ class RadiantConsumption(Feature):
class NecroticShroud(Feature): class NecroticShroud(Feature):
"""Starting at 3rd level, you can use your action to unleash the divine energy """Starting at 3rd level, you can use your action to unleash the divine
within yourself, causing your eyes to turn into pools of darkness and two energy within yourself, causing your eyes to turn into pools of darkness and
skeletal, ghostly, flightless wings to sprout from your back. The instant two skeletal, ghostly, flightless wings to sprout from your back.
you transform, other creatures within 10 feet of you that can see you must The instant you transform, other creatures within 10 feet of you that can
each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + see you must each succeed on a Charisma saving throw (DC 8 + your
your Charisma modifier) or become frightened of you until the end of your proficiency bonus + your Charisma modifier) or become frightened of you
next turn. until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus Your transformation lasts for 1 minute or until you end it as a bonus
action. During it, once on each of your turns, you can deal extra ne- action. During it, once on each of your turns, you can deal extra necrotic
crotic damage to one target when you deal damage to it with an attack or a damage to one target when you deal damage to it with an attack or a spell.
spell. The extra necrotic damage equals your level. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long Once you use this trait, you can't use it again until you finish a long
rest. rest.
+3 -3
View File
@@ -384,9 +384,9 @@ class HealingLight(Feature):
class RadiantSoul(Feature): class RadiantSoul(Feature):
"""Starting at 6th level, your link to the Celestial allows you to serve as a """Starting at 6th level, your link to the Celestial allows you to serve as a
conduit for radiant energy. You have resistance to radiant damage, and when conduit for radiant energy. You have resistance to radiant damage, and when
you cast a spell that deals radiant or fire damage, you can add your Cha- you cast a spell that deals radiant or fire damage, you can add your
risma modifier to one radiant or fire damage roll of that spell against one Charisma modifier to one radiant or fire damage roll of that spell against
of its targets. one of its targets.
""" """
name = "Radiant Soul" name = "Radiant Soul"
+15 -15
View File
@@ -575,24 +575,24 @@ class ArcaneEye(Spell):
class ArcaneGate(Spell): class ArcaneGate(Spell):
"""You create linked teleportation portals that remain open for the duration. """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 Choose two points on the ground that you can see, one point within 10 feet
you and one point within 500 feet of you. A circular portal, 10 feet in 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 diameter, opens over each point. If the portal would open in the space
by a creature, the spell fails, and the casting is lost. occupied by a creature, the spell fails, and the casting is lost.
 The portals are two- The portals are two-dimensional glowing rings filled with mist, hovering
dimensional glowing rings filled with mist, hovering inches from the ground and inches from the ground and perpendicular to it at the points you choose.
perpendicular to it at the points you choose. A ring is visible only from one A ring is visible only from one side (your choice), which is the side that
side (your choice), which is the side that functions as a portal. functions as a portal.
   
Any Any creature or object entering the portal exits from the other portal as if
creature or object entering the portal exits from the other portal as if the two the two were adjacent to each other; passing through a portal from
were adjacent to each other; passing through a portal from the nonportal side the nonportal side has no effect. The mist that fills each portal is opaque
has no effect. The mist that fills each portal is opaque and blocks vision and blocks vision through it. On your turn, you can rotate the rings as
through it. On your turn, you can rotate the rings as a bonus action so that the a bonus action so that the active side faces in a different direction.
active side faces in a different direction.
""" """
name = "Arcane Gate" name = "Arcane Gate"
level = 6 level = 6
+45 -51
View File
@@ -629,37 +629,34 @@ class DivineWord(Spell):
class DominateBeast(Spell): class DominateBeast(Spell):
"""You attempt to beguile a beast that you can see within range. """You attempt to beguile a beast that you can see within range. It must
It must succeed succeed on a Wisdom saving throw or be charmed by you for the duration. If
on a W isdom saving throw or be charmed by you for the duration. If you or you or creatures that are friendly to you are fighting it, it has advantage
creatures that are friendly to you are fighting it, it has advantage on the on the saving throw.
saving throw.
While the beast is charmed, you have a telepathic link with it While the beast is charmed, you have a telepathic link with it
as long as the two of you are on the same plane of existence. You can use this as long as the two of you are on the same plane of existence. You can use
telepathic link to issue commands to the creature while you are conscious (no this telepathic link to issue commands to the creature while you are
action required), which it does its best to obey. You can specify a simple and conscious (no action required), which it does its best to obey. You can
general course of action, such as "Attack that creature," "Run over there," or specify a simple and general course of action, such as "Attack that
"Fetch that object." If the creature completes the order and doesn't receive creature," "Run over there," or "Fetch that object." If the creature
further direction from you, it defends and preserves itself to the best of its completes the order and doesn't receive further direction from you, it
ability. defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the You can use your action to take total and precise control of the target.
target. Until the end of your next turn, the creature takes only the actions you Until the end of your next turn, the creature takes only the actions you
choose, and doesn't do anything that you don't allow it to do. During this choose, and doesn't do anything that you don't allow it to do. During this
time, you can also cause the creature to use a reaction, but this requires you time, you can also cause the creature to use a reaction, but this requires
to use your own reaction as well. you to use your own reaction as well.
Each time the target takes damage, it makes Each time the target takes damage, it makes a new Wisdom saving throw
a new Wisdom saving throw against the spell. If the saving throw succeeds, the against the spell. If the saving throw succeeds, the spell ends.
spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell At Higher Levels: When you cast this spell with a 5th-level spell slot,
slot, the duration is concentration, up to 10 minutes. the duration is concentration, up to 10 minutes. When you use a 6th-level
When you use a 6th- spell slot, the duration is concentration, up to 1 hour. When you use
level spell slot, the duration is concentration, up to 1 hour. a spell slot of 7th level or higher, the duration is concentration, up to
When you use a 8 hours
spell slot of 7th level or higher, the duration is concentration, up to 8 hours
""" """
name = "Dominate Beast" name = "Dominate Beast"
level = 4 level = 4
@@ -716,36 +713,33 @@ class DominateMonster(Spell):
class DominatePerson(Spell): class DominatePerson(Spell):
"""You attempt to beguile a humanoid that you can see within range. """You attempt to beguile a humanoid that you can see within range.
It must It must succeed on a Wisdom saving throw or be charmed by you for the
succeed on a Wisdom saving throw or be charmed by you for the duration. If you duration. If you or creatures that are friendly to you are fighting it, it
or creatures that are friendly to you are fighting it, it has advantage on the has advantage on the saving throw.
saving throw.
While the target is charmed, you have a telepathic link with it While the target is charmed, you have a telepathic link with it as long as
as long as the two of you are on the same plane of existence. You can use this the two of you are on the same plane of existence. You can use this
telepathic link to issue commands to the creature while you are conscious (no telepathic link to issue commands to the creature while you are conscious
action required), which it does its best to obey. You can specify a simple and (no action required), which it does its best to obey. You can specify
general course of action, such as "Attack that creature", "Run over there", a simple and general course of action, such as "Attack that creature",
or "Fetch that object". If the creature completes the order and doesn't "Run over there", or "Fetch that object". If the creature completes
receive further direction from you, it defends and preserves itself to the best the order and doesn't receive further direction from you, it defends and
of its ability. preserves itself to the best of its ability.
You can use your action to take total and precise control of You can use your action to take total and precise control of
the target. Until the end of your next turn, the creature takes only the actions the target. Until the end of your next turn, the creature takes only
you choose, and doesn't do anything that you don't allow it to do. During this the actions you choose, and doesn't do anything that you don't allow it to
time you can also cause the creature to use a reaction, but this requires you to do. During this time you can also cause the creature to use a reaction, but
use your own reaction as well. this requires you to use your own reaction as well.
Each time the target takes damage, it makes a Each time the target takes damage, it makes a new Wisdom saving throw
new Wisdom saving throw against the spell. If the saving throw succeeds, the against the spell. If the saving throw succeeds, the spell ends.
spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell At Higher Levels: When you cast this spell using a 6th-level spell slot,
slot, the duration is concentration, up to 10 minutes. the duration is concentration, up to 10 minutes. When you use a 7th-level
When you use a 7th- spell slot, the duration is concentration, up to 1 hour. When you use
level spell slot, the duration is concentration, up to 1 hour. a spell slot of 8th level or higher, the duration is concentration, up to
When you use a 8 hours.
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
""" """
name = "Dominate Person" name = "Dominate Person"
level = 5 level = 5
+15 -14
View File
@@ -539,11 +539,11 @@ class SickeningRadiance(Spell):
class Silence(Spell): class Silence(Spell):
"""For the duration, no sound can be created within or pass through a 20-foot- """For the duration, no sound can be created within or pass through a 20-foot-radius
radius sphere centered on a point you choose within range. Any creature or sphere centered on a point you choose within range. Any creature or object entirely
object entirely inside the sphere is immune to thunder damage, and creatures are inside the sphere is immune to thunder damage, and creatures are deafened while
deafened while entirely inside it. Casting a spell that includes a verbal entirely inside it. Casting a spell that includes a verbal component is impossible
component is impossible there. there.
""" """
name = "Silence" name = "Silence"
level = 2 level = 2
@@ -1358,20 +1358,21 @@ class SummonLesserDemons(Spell):
class Sunbeam(Spell): class Sunbeam(Spell):
"""A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot- """A beam of brilliant light flashes out from your hand in a 5-foot-wide,
line. 60-foot-line.
Each creature in the line must make a Constitution saving throw. On a Each creature in the line must make a Constitution saving throw. On a
failed save, a creature takes 6d8 radiant damage and is blinded until your next failed save, a creature takes 6d8 radiant damage and is blinded until your
turn. On a successful save, it takes half as much damage and isn't blinded by next turn. On a successful save, it takes half as much damage and isn't
this spell. Undead and oozes have disadvantage on this saving throw. blinded by this spell. Undead and oozes have disadvantage on this saving
throw.
You can You can create a new line of radiance as your action on any turn until
create a new line of radiance as your action on any turn until the spell ends. the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds For the duration, a mote of brilliant radiance shines in your hand. It sheds
bright light in a 30-foot radius and dim light for an additional 30 feet. The bright light in a 30-foot radius and dim light for an additional 30 feet.
light is sunlight. The light is sunlight.
""" """
name = "Sunbeam" name = "Sunbeam"
level = 6 level = 6
+14 -15
View File
@@ -268,23 +268,22 @@ class TempleOfTheGods(Spell):
class TensersFloatingDisk(Spell): class TensersFloatingDisk(Spell):
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and """This spell creates a circular, horizontal plane of force, 3 feet in
1 inch thick, that floats 3 feet above the ground in an unoccupied space of diameter and 1 inch thick, that floats 3 feet above the ground in
your choice that you can see within range. an unoccupied space of your choice that you can see within range. The disk
The disk remains for the duration, remains for the duration, and can hold up to 500 pounds. If more weight is
and can hold up to 500 pounds. If more weight is placed on it, the spell ends, placed on it, the spell ends, and everything on the disk falls to
and everything on the disk falls to the ground. the ground.
The disk is immobile while you The disk is immobile while you are within 20 feet of it. If you move more
are within 20 feet of it. If you move more than 20 feet away from it, the disk than 20 feet away from it, the disk follows you so that it remains within
follows you so that it remains within 20 feet of you. It can more across uneven 20 feet of you. It can more across uneven terrain, up or down stairs, slopes
terrain, up or down stairs, slopes and the like, but it can't cross an elevation and the like, but it can't cross an elevation change of 10 feet or more. For
change of 10 feet or more. For example, the disk can't move across a 10-foot- example, the disk can't move across a 10-foot-deep pit, nor could it leave
deep pit, nor could it leave such a pit if it was created at the bottom. such a pit if it was created at the bottom.
If you If you move more than 100 feet from the disk (typically because it can't
move more than 100 feet from the disk (typically because it can't move around move around an obstacle to follow you), the spell ends.
an obstacle to follow you), the spell ends.
""" """
name = "Tensers Floating Disk" name = "Tensers Floating Disk"
level = 1 level = 1