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Merge branch 'spells' of https://github.com/VKerman/dungeon-sheets into VKerman-spells
This commit is contained in:
+228
-212
@@ -203,10 +203,12 @@ class ChainLightning(Spell):
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class ChaosBolt(Spell):
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"""You hurl an undulating, warbling mass of chaotic energy at one creature in
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range. Make a ranged spell attack against the target. On a hit, the target takes
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2d8 + 1d6 damage. Choose one of the dSs. The number rolled on that die
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determines the attacks damage type, as shown below.
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"""You hurl an undulating, warbling mass of chaotic energy at one
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creature in range. Make a ranged spell attack against the
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target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of
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the dSs. The number rolled on that die determines the attacks
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damage type, as shown below.
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d8 / Damage Type
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1 / Acid
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2
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@@ -217,16 +219,18 @@ class ChaosBolt(Spell):
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6 / Poison
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7 / Psychic
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8 / Thunder
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If
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you roll the same number on both d8s, the chaotic energy leaps from the target
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to a different creature of your choice within 30 feet of it. Make a new attack
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roll against the new target, and make a new damage roll, which could cause the
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chaotic energy to leap again. A creature can be targeted only once by each
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casting of this spell.
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At Higher Levels: When you cast this spell using a spell
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slot of 2nd level or higher, each target takes 1d6 extra damage of the type
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rolled for each slot level above 1st.
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If you roll the same number on both d8s, the chaotic energy leaps
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from the target to a different creature of your choice within 30
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feet of it. Make a new attack roll against the new target, and
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make a new damage roll, which could cause the chaotic energy to
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leap again. A creature can be targeted only once by each casting
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of this spell.
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At Higher Levels: When you cast this spell using a spell slot of
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2nd level or higher, each target takes 1d6 extra damage of the
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type rolled for each slot level above 1st.
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"""
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name = "Chaos Bolt"
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level = 1
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@@ -241,17 +245,19 @@ class ChaosBolt(Spell):
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class CharmMonster(Spell):
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"""You attempt to charm a creature you can see within range. It must make a Wisdom
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saving throw, and it does so with advantage if you or your companions are
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fighting it. If it fails the saving throw, it is charmed by you until the spell
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ends or until you or your companions do anything harmful to it. The charmed
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creature is friendly to you. When the spell ends, the creature knows it was
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"""You attempt to charm a creature you can see within range. It must
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make a Wisdom saving throw, and it does so with advantage if you
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or your companions are fighting it. If it fails the saving throw,
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it is charmed by you until the spell ends or until you or your
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companions do anything harmful to it. The charmed creature is
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friendly to you. When the spell ends, the creature knows it was
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charmed by you.
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At Higher Levels: When you cast this spell using a spell slot
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of 5th level or higher, you can target one additional creature for each slot
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level above 4th. The creatures must be within 30 feet of each other when you
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target them.
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At Higher Levels: When you cast this spell using a spell slot of
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5th level or higher, you can target one additional creature for
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each slot level above 4th. The creatures must be within 30 feet of
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each other when you target them.
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"""
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name = "Charm Monster"
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level = 4
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@@ -266,18 +272,19 @@ class CharmMonster(Spell):
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class CharmPerson(Spell):
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"""You attempt to charm a humanoid you can see within range.
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It must make a Wisdom
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saving throw, and does so with advantage if you or your companions are fighting
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it. If it fails the saving throw, it is charmed by you until the spell ends or
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until you or your companions do anything harmful to it.The charmed creature
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regards you as a friendly acquaintance. When the spell ends, the creature knows
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it was charmed by you.
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"""You attempt to charm a humanoid you can see within range. It must
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make a Wisdom saving throw, and does so with advantage if you or
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your companions are fighting it. If it fails the saving throw, it
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is charmed by you until the spell ends or until you or your
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companions do anything harmful to it.The charmed creature regards
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you as a friendly acquaintance. When the spell ends, the creature
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knows it was charmed by you.
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At Higher Levels: When you cast this spell using a spell slot of
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2nd level or higher, you can target one additional creature for
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each slot level above 1st. The creatures must be within 30 feet of
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each other when you target them.
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At Higher Levels: When you cast this spell using a spell
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slot of 2nd level or higher, you can target one additional creature for each
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slot level above 1st. The creatures must be within 30 feet of each other when
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you target them.
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"""
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name = "Charm Person"
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level = 1
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@@ -523,31 +530,38 @@ class ColorSpray(Spell):
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class Command(Spell):
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"""You speak a one-word command to a creature you can see within range.
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The target
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must succeed on a Wisdom saving throw or follow the command on its next turn.
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The spell has no effect if the target is undead, if it doesn't understand your
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language, or if your command is directly harmful to it. Some typical commands
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and their effects follow. You might issue a command other than one described
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here. If you do so, the DM determines how the target behaves. If the target
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can't follow your command, the spell ends.
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Approach The target moves toward you
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by the shortest and most direct route, ending its turn if it moves within 5 feet
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of you.
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Drop The target drops whatever it is holding and then ends its turn.
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"""You speak a one-word command to a creature you can see within
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range. The target must succeed on a Wisdom saving throw or follow
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the command on its next turn. The spell has no effect if the
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target is undead, if it doesn't understand your language, or if
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your command is directly harmful to it.
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Flee The target spends its turn moving away from you by the fastest available
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means.
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Grovel The target falls prone and then ends its turn.
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Halt The target
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doesn't move and takes no actions. A flying creature stays aloft, provided that
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it is able to do so. If it must move to stay aloft, it flies the minimum
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distance needed to remain in the air.
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Some typical commands and their effects follow. You might issue a
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command other than one described here. If you do so, the DM
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determines how the target behaves. If the target can't follow your
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command, the spell ends.
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At Higher Levels: When you cast this
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spell using a spell slot of 2nd level or higher, you can affect one additional
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creature for each slot level above 1st. The creatures must be within 30 feet of
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each other when you target them
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**Approach:** The target moves toward you by the shortest and most
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direct route, ending its turn if it moves within 5 feet of you.
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**Drop:** The target drops whatever it is holding and then ends
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its turn.
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**Flee:** The target spends its turn moving away from you by the
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fastest available means.
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**Grovel:** The target falls prone and then ends its turn.
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**Halt:** The target doesn't move and takes no actions. A flying
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creature stays aloft, provided that it is able to do so. If it
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must move to stay aloft, it flies the minimum distance needed to
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remain in the air.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 2nd level or higher, you can affect one additional creature
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for each slot level above 1st. The creatures must be within 30
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feet of each other when you target them
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"""
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name = "Command"
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level = 1
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@@ -590,16 +604,15 @@ class Commune(Spell):
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class CommuneWithNature(Spell):
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"""You briefly become one with nature and gain knowledge of the surrounding
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territory.
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In the outdoors, the spell gives you knowledge of the land within 3
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miles of you. In caves and other natural underground settings, the radius is
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limited to 300 feet. The spell doesn't function where nature has been replaced
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by construction, such as in dungeons and towns.
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"""You briefly become one with nature and gain knowledge of the
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surrounding territory. In the outdoors, the spell gives you
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knowledge of the land within 3 miles of you. In caves and other
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natural underground settings, the radius is limited to 300
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feet. The spell doesn't function where nature has been replaced by
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construction, such as in dungeons and towns.
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You instantly gain knowledge
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of up to three facts of your choice about any of the following subjects as they
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relate to the area:
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You instantly gain knowledge of up to three facts of your choice
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about any of the following subjects as they relate to the area:
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- terrain and bodies of water
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- prevalent plants,
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@@ -609,10 +622,10 @@ class CommuneWithNature(Spell):
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- influence from other planes of existence
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- buildings
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For
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example, you could determine the location of powerful undead in the area, the
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location of major sources of safe drinking water, and the location of any nearby
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towns.
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For example, you could determine the location of powerful undead
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in the area, the location of major sources of safe drinking water,
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and the location of any nearby towns.
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"""
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name = "Commune With Nature"
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level = 5
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@@ -775,39 +788,36 @@ class Confusion(Spell):
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class ConjureAnimals(Spell):
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"""You summon fey spirits that take the form of beasts and appear in unoccupied
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spaces that you can see within range.
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"""You summon fey spirits that take the form of beasts and appear in
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unoccupied spaces that you can see within range.
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Choose one of the following options for
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what appears:
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Choose one of the following options for what appears:
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- One beast of challenge rating 2 or lower
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- Two beasts of
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challenge rating 1 or lower
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- Four beasts of challenge rating 1/2 or lower
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-
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Eight beasts of challenge rating 1/4 or lower
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- One beast of challenge rating 2 or lower
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- Two beasts of challenge rating 1 or lower
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- Four beasts of challenge rating 1/2 or lower
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- Eight beasts of challenge rating 1/4 or lower
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Each beast is also considered
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fey, and it disappears when it drops to 0 hit points or when the spell ends.
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Each beast is also considered fey, and it disappears when it drops
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to 0 hit points or when the spell ends.
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The summoned creatures are friendly to you and your companions. Roll initiative
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for the summoned creatures as a group, which has its own turns. They obey any
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verbal commands that you issue to them (no action required by you). If you don't
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issue any commands to them, they defend themselves from hostile creatures, but
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otherwise take no actions.
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The DM has the creatures' statistics.
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The summoned creatures are friendly to you and your
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companions. Roll initiative for the summoned creatures as a group,
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which has its own turns. They obey any verbal commands that you
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issue to them (no action required by you). If you don't issue any
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commands to them, they defend themselves from hostile creatures,
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but otherwise take no actions. The DM has the creatures'
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statistics.
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At Higher
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Levels: When you cast this spell using certain higher-level spell slots, you
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choose one of the summoning options above, and more creatures appear:
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**At Higher Levels:** When you cast this spell using certain
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higher-level spell slots, you choose one of the summoning options
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above, and more creatures appear:
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- twice as many with a 5th-level slot
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- three times as many with a 7th-level slot
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- four times as many with a 9th-level slot.
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twice
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as many with a 5th-level slot
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three times as many with a 7th-level slot
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four
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times as many with a 9th-level slot.
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"""
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name = "Conjure Animals"
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level = 3
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@@ -1139,25 +1149,26 @@ class Contagion(Spell):
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class Contingency(Spell):
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"""Choose a spell of 5th level or lower that you can cast, that has a casting time
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of 1 action, and that can target you.
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You cast that spell called the
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contingent spell as part of casting contingency, expending spell slots for
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both, but the contingent spell doesn't come into effect. Instead, it takes
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effect when a certain circumstance occurs. You describe that circumstance when
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you cast the two spells. For example, a contingency cast with water breathing
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might stipulate that water breathing comes into effect when you are engulfed in
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water or a similar liquid.
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"""Choose a spell of 5th level or lower that you can cast, that has a
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casting time of 1 action, and that can target you. You cast that
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spell called "the contingent spell" as part of casting
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contingency, expending spell slots for both, but the contingent
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spell doesn't come into effect. Instead, it takes effect when a
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certain circumstance occurs. You describe that circumstance when
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you cast the two spells. For example, a contingency cast with
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water breathing might stipulate that water breathing comes into
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effect when you are engulfed in water or a similar liquid.
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The contingent spell takes effect immediately after
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the circumstance is met for the first time, whether or not you want it to. and
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then contingency ends.
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The contingent spell takes effect immediately after the
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circumstance is met for the first time, whether or not you want
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it to. and then contingency ends.
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The contingent spell takes effect only on you, even if it can
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normally target others. You can use only one contingency spell at
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a time. If you cast this spell again, the effect of another
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contingency spell on you ends. Also, contingency ends on you if
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its material component is ever not on your person.
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The contingent spell takes effect only on you, even if
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it can normally target others. You can use only one contingency spell at a time.
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If you cast this spell again, the effect of another contingency spell on you
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ends. Also, contingency ends on you if its material component is ever not on
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your person.
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"""
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name = "Contingency"
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level = 6
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@@ -1172,11 +1183,11 @@ class Contingency(Spell):
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class ContinualFlame(Spell):
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"""A flame, equivalent in brightness to a torch, springs forth from an object that
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you touch.
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The effect looks like a regular flame, but it creates no heat and
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doesn't use oxygen. A continual flame can be covered or hidden but not smothered
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or quenched.
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"""A flame, equivalent in brightness to a torch, springs forth from an
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object that you touch. The effect looks like a regular flame, but
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it creates no heat and doesn't use oxygen. A continual flame can
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be covered or hidden but not smothered or quenched.
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"""
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name = "Continual Flame"
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level = 2
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@@ -1193,19 +1204,19 @@ class ContinualFlame(Spell):
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class ControlFlames(Spell):
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"""You choose a nonmagical flame that you can see within range and that fits within
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a 5-foot cube. You affect it in one of the following ways:
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- You
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instantaneously expand the flame 5 feet in one direction, provided that wood or
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other fuel is present in the new location.
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- You instantaneously extinguish the
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flames within the cube.
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- You double or halve the area of bright light and dim
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light cast by the flame, change its color, or both. The change lasts for 1 hour.
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- You cause simple shapes - such as the vague form of a creature, an inanimate
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object, or a location - to appear within the flames and animate as you like. The
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shapes last for 1 hour.
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If you cast this spell multiple times, you can have up
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to three non-instantaneous
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- You instantaneously expand the flame 5 feet in one direction,
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provided that wood or other fuel is present in the new location.
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- You instantaneously extinguish the flames within the cube.
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- You double or halve the area of bright light and dim light cast
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by the flame, change its color, or both. The change lasts for 1
|
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hour.
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- You cause simple shapes - such as the vague form of a creature,
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an inanimate object, or a location - to appear within the flames
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and animate as you like. The shapes last for 1 hour. If you
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cast this spell multiple times, you can have up to three
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non-instantaneous
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||||
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"""
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name = "Control Flames"
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level = 0
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@@ -1246,7 +1257,7 @@ class ControlWater(Spell):
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water then slowly fills in the trench over the course of the next round until
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the normal water level is restored.
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Redirect Flow
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Redirect Flow
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You cause flowing water in
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the area to move in a direction you choose, even if the water has to flow over
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obstacles, up walls, or in other unlikely directions. The water in the area
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@@ -1287,48 +1298,45 @@ class ControlWater(Spell):
|
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class ControlWeather(Spell):
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||||
"""You take control of the weather within 5 miles of you for the duration.
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||||
You
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must be outdoors to cast this spell. Moving to a place where you don't have a
|
||||
clear path to the sky ends the spell early.
|
||||
"""You take control of the weather within 5 miles of you for the
|
||||
duration.
|
||||
|
||||
When you cast the spell, you
|
||||
change the current weather conditions, which are determined by the DM based on
|
||||
the climate and season. You can change precipitation, temperature, and wind. It
|
||||
takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so,
|
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you can change the conditions again. When the spell ends, the weather gradually
|
||||
returns to normal.
|
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You must be outdoors to cast this spell. Moving to a place where
|
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you don't have a clear path to the sky ends the spell early.
|
||||
|
||||
When you change the weather conditions, find a current
|
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condition on the following tables and change its stage by one, up or down. When
|
||||
changing the wind, you can change its direction.
|
||||
When you cast the spell, you change the current weather
|
||||
conditions, which are determined by the DM based on the climate
|
||||
and season. You can change precipitation, temperature, and
|
||||
wind. It takes 1d4 x 10 minutes for the new conditions to take
|
||||
effect. Once they do so, you can change the conditions again. When
|
||||
the spell ends, the weather gradually returns to normal.
|
||||
|
||||
Precipitation
|
||||
Stage 1 –
|
||||
Clear,
|
||||
When you change the weather conditions, find a current condition
|
||||
on the following tables and change its stage by one, up or
|
||||
down. When changing the wind, you can change its direction.
|
||||
|
||||
**Precipitation**
|
||||
Stage 1 – Clear,
|
||||
Stage 2 – Light clouds,
|
||||
Stage 3 – Overcast or ground fog,
|
||||
Stage 4 –
|
||||
Rain, hail or snow,
|
||||
Stage 4 – Rain, hail or snow,
|
||||
Stage 5 – Torrential rain, driving hail or blizzard
|
||||
|
||||
|
||||
Temperature
|
||||
**Temperature**
|
||||
Stage 1 – Unbearable heat,
|
||||
Stage 2 – Hot,
|
||||
Stage 3 – Warm,
|
||||
Stage
|
||||
4 – Cool,
|
||||
Stage 4 – Cool,
|
||||
Stage 5 – Cold,
|
||||
Stage 6 – Arctic cold
|
||||
|
||||
Wind
|
||||
**Wind**
|
||||
Stage 1 – Calm,
|
||||
Stage
|
||||
2 – Moderate wind,
|
||||
Stage 2 – Moderate wind,
|
||||
Stage 3 – Strong wind,
|
||||
Stage 4 – Gale,
|
||||
Stage 5 – Storm
|
||||
|
||||
"""
|
||||
name = "Control Weather"
|
||||
level = 8
|
||||
@@ -1343,32 +1351,35 @@ class ControlWeather(Spell):
|
||||
|
||||
|
||||
class ControlWinds(Spell):
|
||||
"""You take control of the air in a 100-foot cube that you can see within range.
|
||||
Choose one of the following effects when you cast the spell. The effect lasts
|
||||
for the spell's duration, unless you use your action on a later turn to switch
|
||||
to a different effect. You can also use your action to temporarily halt the
|
||||
effect or to restart one you've halted.
|
||||
Gusts. A wind picks up within the cube,
|
||||
continually blowing in a horizontal direction that you choose. You choose the
|
||||
intensity of the wind: calm, moderate, or strong. If the wind is moderate or
|
||||
strong, ranged weapon attacks that pass through it or that are made against
|
||||
targets within the cube have disadvantage on their attack rolls. If the wind is
|
||||
strong, any creature moving against the wind must spend 1 extra foot of movement
|
||||
for each foot moved.
|
||||
"""You take control of the air in a 100-foot cube that you can see
|
||||
within range. Choose one of the following effects when you cast
|
||||
the spell. The effect lasts for the spell's duration, unless you
|
||||
use your action on a later turn to switch to a different
|
||||
effect. You can also use your action to temporarily halt the
|
||||
effect or to restart one you've halted.
|
||||
|
||||
Downdraft. You cause a sustained blast of strong wind to
|
||||
blow downward from the top of the cube. Ranged weapon attacks that pass through
|
||||
the cube
|
||||
or that are made against targets within it have disadvantage on their
|
||||
attack rolls. A creature must make a Strength saving throw if it flies into the
|
||||
cube for the first time on a turn or starts its turn there flying. On a failed
|
||||
save, the creature is knocked prone.
|
||||
Gusts. A wind picks up within the cube, continually blowing in a
|
||||
horizontal direction that you choose. You choose the intensity of
|
||||
the wind: calm, moderate, or strong. If the wind is moderate or
|
||||
strong, ranged weapon attacks that pass through it or that are
|
||||
made against targets within the cube have disadvantage on their
|
||||
attack rolls. If the wind is strong, any creature moving against
|
||||
the wind must spend 1 extra foot of movement for each foot moved.
|
||||
|
||||
Updraft. You cause a sustained updraft
|
||||
within the cube, rising upward from the cube's bottom edge. Creatures that end a
|
||||
fall within the cube take only half damage from the fall. When a creature in
|
||||
the cube makes a vertical jump, the creature can jump up to 10 feet higher than
|
||||
normal.
|
||||
Downdraft. You cause a sustained blast of strong wind to blow
|
||||
downward from the top of the cube. Ranged weapon attacks that pass
|
||||
through the cube or that are made against targets within it have
|
||||
disadvantage on their attack rolls. A creature must make a
|
||||
Strength saving throw if it flies into the cube for the first time
|
||||
on a turn or starts its turn there flying. On a failed save, the
|
||||
creature is knocked prone.
|
||||
|
||||
Updraft. You cause a sustained updraft within the cube, rising
|
||||
upward from the cube's bottom edge. Creatures that end a fall
|
||||
within the cube take only half damage from the fall. When a
|
||||
creature in the cube makes a vertical jump, the creature can jump
|
||||
up to 10 feet higher than normal.
|
||||
|
||||
"""
|
||||
name = "Control Winds"
|
||||
level = 5
|
||||
@@ -1440,16 +1451,17 @@ class Counterspell(Spell):
|
||||
|
||||
|
||||
class CreateBonfire(Spell):
|
||||
"""You create a bonfire on ground that you can see within range. Until the spell
|
||||
ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space
|
||||
when you cast the spell must succeed on a Dexterity saving throw or take 1d8
|
||||
fire damage. A creature must also make the saving throw when it moves into the
|
||||
bonfire's space for the first time on a turn or ends its turn there.
|
||||
The bonfire
|
||||
ignites flammable objects in its area that aren't being worn or carried.
|
||||
The
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(3d8), and 17th level (4d8).
|
||||
"""You create a bonfire on ground that you can see within range. Until
|
||||
the spell ends, the magic bonfire fills a 5-foot cube. Any
|
||||
creature in the bonfire's space when you cast the spell must
|
||||
succeed on a Dexterity saving throw or take 1d8 fire damage. A
|
||||
creature must also make the saving throw when it moves into the
|
||||
bonfire's space for the first time on a turn or ends its turn
|
||||
there. The bonfire ignites flammable objects in its area that
|
||||
aren't being worn or carried. The spell's damage increases by 1d8
|
||||
when you reach 5th level (2d8), 11th level (3d8), and 17th level
|
||||
(4d8).
|
||||
|
||||
"""
|
||||
name = "Create Bonfire"
|
||||
level = 0
|
||||
@@ -1596,20 +1608,20 @@ class Creation(Spell):
|
||||
materials, use the shortest duration.
|
||||
|
||||
Material - Duration
|
||||
Vegetable matter -
|
||||
1 day
|
||||
Vegetable matter - 1 day
|
||||
Stone/crystal - 12 hours
|
||||
Precious metals - 1 hour
|
||||
Gems - 10 minutes
|
||||
|
||||
Adamantine/Mithral - 1 minute
|
||||
|
||||
Using any material created by this spell as
|
||||
another spell's material component causes that spell to fail.
|
||||
Using any material created by this spell as another spell's
|
||||
material component causes that spell to fail.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, the cube
|
||||
increases by 5 feet for each slot level above 5th.
|
||||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||||
6th level or higher, the cube increases by 5 feet for each slot
|
||||
level above 5th.
|
||||
|
||||
"""
|
||||
name = "Creation"
|
||||
level = 5
|
||||
@@ -1653,18 +1665,21 @@ class CrownOfMadness(Spell):
|
||||
|
||||
|
||||
class CrownOfStars(Spell):
|
||||
"""Seven star-like motes of light appear and orbit your head until the spell ends.
|
||||
You can use a bonus action to send one of the motes streaking toward one
|
||||
creature or object within 120 feet of you. When you do so, make a ranged spell
|
||||
attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss,
|
||||
the mote is expended. The spell ends early if you expend the last mote. If you
|
||||
have four or more motes remaining, they shed bright light in a 30-foot radius
|
||||
and dim light for an additional 30 feet. Ifyou have one to three motes
|
||||
remaining, they shed dim light in a 30-foot radius.
|
||||
"""Seven star-like motes of light appear and orbit your head until the
|
||||
spell ends. You can use a bonus action to send one of the motes
|
||||
streaking toward one creature or object within 120 feet of
|
||||
you. When you do so, make a ranged spell attack. On a hit. the
|
||||
target takes 4d12 radiant damage. Whether you hit or miss, the
|
||||
mote is expended. The spell ends early if you expend the last
|
||||
mote. If you have four or more motes remaining, they shed bright
|
||||
light in a 30-foot radius and dim light for an additional 30
|
||||
feet. Ifyou have one to three motes remaining, they shed dim light
|
||||
in a 30-foot radius.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 8th level or higher, the number of motes
|
||||
created increases by two for each slot level above 7th.
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
8th level or higher, the number of motes created increases by two
|
||||
for each slot level above 7th.
|
||||
|
||||
"""
|
||||
name = "Crown Of Stars"
|
||||
level = 7
|
||||
@@ -1679,11 +1694,12 @@ class CrownOfStars(Spell):
|
||||
|
||||
|
||||
class CrusadersMantle(Spell):
|
||||
"""Holy power radiates from you in an aura with a 30-foot radius, awakening
|
||||
boldness in friendly creatures. Until the spell ends, the aura moves with you,
|
||||
centered on you. While in the aura, each nonhostile creature in the aura
|
||||
(including you) deals an extra 1d4 radiant damage when it hits with a weapon
|
||||
attack.
|
||||
"""Holy power radiates from you in an aura with a 30-foot radius,
|
||||
awakening boldness in friendly creatures. Until the spell ends,
|
||||
the aura moves with you, centered on you. While in the aura, each
|
||||
nonhostile creature in the aura (including you) deals an extra 1d4
|
||||
radiant damage when it hits with a weapon attack.
|
||||
|
||||
"""
|
||||
name = "Crusaders Mantle"
|
||||
level = 3
|
||||
|
||||
Reference in New Issue
Block a user