Fixed some docstrings for spells and features.

This commit is contained in:
Mark Wolfman
2021-04-08 13:36:58 -05:00
parent 4719ad4305
commit 2aa5afd538
39 changed files with 2643 additions and 2657 deletions
+36 -36
View File
@@ -6,8 +6,8 @@ class IceKnife(Spell):
You create a shard of ice and fling it at one
creature within range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of the point where the ice exploded must
succeed on a Dexterity saving throw or take 2d6 cold damage.
target and each creature within 5 feet of the point where the ice exploded must
succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level above 1st.
@@ -35,7 +35,7 @@ class IceStorm(Spell):
Hailstones turn the storm's area of effect into difficult terrain until the end
of your next turn.
At Higher Levels: When you cast this spell using a spell
**At Higher Levels:** When you cast this spell using a spell
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
slot level above 4th.
"""
@@ -56,7 +56,7 @@ class Identify(Spell):
If it is a magic item or some other magic-imbued object, you learn its
properties and how to use them, whether it requires attunement to use, and how
many charges it has, if any. You learn whether any spells are affecting the item
and what they are. If the item was created by a spell, you learn which spell
and what they are. If the item was created by a spell, you learn which spell
created it.
If you instead touch a creature throughout the casting, you learn
@@ -106,7 +106,7 @@ class IllusoryDragon(Spell):
blast of energy in a 60-foot cone originating from its space. When you create
the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
poison. Each creature in the cone must make an Intelligence saving throw, taking
'7d6 damage of the
'7d6 damage of the
chosen damage type on a failed save, or half as much damage
on a successful one.
The illusion is tangible because of the shadow stuff used
@@ -131,13 +131,13 @@ class IllusoryDragon(Spell):
class IllusoryScript(Spell):
"""You write on parchment, paper, or some other suitable writing material and imbue
it with a potent illusion that lasts for the duration.
it with a potent illusion that lasts for the duration.
To you and any
creatures you designate when you cast the spell, the writing appears normal,
written in your hand, and conveys whatever meaning you intended when you wrote
the text. To all others, the writing appears as if it were written in an unknown
or magical script that is unintelligible. Alternatively, you can cause the
or magical script that is unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different message, written in a different
hand and language, though the language must be one you know.
@@ -162,8 +162,8 @@ class Immolation(Spell):
"""Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. On a failed save, the target also burns for the
spell's duration. The burning target sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. At the end of each of its turns, the
spell's duration. The burning target sheds bright light in a 30-foot radius and
dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
the spell ends on a successful one. These magical flames can't be extinguished
by nonmagical means.
@@ -198,7 +198,7 @@ class Imprisonment(Spell):
target is entombed far beneath the earth in a sphere of magical force that is
just large enough to contain the target. Nothing can pass through the
sphere, nor can any creature teleport or use planar travel to get into or out of
it.
it.
The special component for this version of the spell is a small mithral orb.
@@ -230,13 +230,13 @@ class Imprisonment(Spell):
Slumber
The target falls asleep
and can't be awoken.
and can't be awoken.
The special component for this version of the
spell consists of rare soporific herbs. 
Ending the Spell
During the casting of
the spell, in any of its versions, you can specify a condition that will cause
the spell, in any of its versions, you can specify a condition that will cause
the spell to end and release the target. The condition can be as specific or as
elaborate as you choose, but the DM must agree that the condition is reasonable
and has a likelihood of coming to pass. The conditions can be based on a
@@ -268,7 +268,7 @@ class IncendiaryCloud(Spell):
"""A swirling cloud of smoke shot through with white-hot embers appears in a
20-foot-radius sphere centered on a point within range.
The cloud spreads around
corners and is heavily obscured. It lasts for the duration or until a wind of
corners and is heavily obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 miles per hour) disperses it.
When the
@@ -279,7 +279,7 @@ class IncendiaryCloud(Spell):
The cloud
moves 10 feet directly away from you in a direction that you choose at the start
of each of your turns.
of each of your turns.
"""
name = "Incendiary Cloud"
level = 8
@@ -308,14 +308,14 @@ class InfernalCalling(Spell):
On each of your turns, you can try to issue a verbal
command to the devil (no action required by you). It obeys the command if the
likely outcome is in accordance with its desires, especially if the result would
draw you toward evil. Otherwise, you must make a Charisma (Deception,
draw you toward evil. Otherwise, you must make a Charisma (Deception,
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
make the check with advantage if you say the devil's true name. Ifyour check
fails, the devil becomes immune to your verbal commands for the duration of the
spell, though it can still carry out your commands if it chooses. If your check
succeeds, the devil carries out your command- such as "attack my enemies,"
"explore the room ahead," or "bear this message to the queen"-until it completes
the activity, at which point it returns to you to report having done so.
the activity, at which point it returns to you to report having done so.
If
your concentration ends before the spell reaches its full duration, the devil
doesnt disappear if it has become immune to your verbal commands. Instead, it
@@ -324,9 +324,9 @@ class InfernalCalling(Spell):
you possess an individual devil's talisman, you can summon that devil if it is
of the appropriate challenge
rating plus 1, and it obeys all your commands, with
no Charisma checks required.
no Charisma checks required.
At Higher Levels: When you cast this spell using
**At Higher Levels:** When you cast this spell using
a spell slot of 6th level or higher, the challenge rating increases by 1 for
each slot level above 5th.
"""
@@ -345,7 +345,7 @@ class InfernalCalling(Spell):
class Infestation(Spell):
"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
one creature you can see within range. The target must succeed on a Constitution
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
provoke opportunity attacks, and if the direction rolled is blocked, the target
@@ -367,10 +367,10 @@ class Infestation(Spell):
class InflictWounds(Spell):
"""Make a melee spell attack against a creature you can reach. On a hit, the target
takes 3d10 necrotic damage.
takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
**At Higher Levels:** When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
level above 1st.
"""
name = "Inflict Wounds"
@@ -393,11 +393,11 @@ class InsectPlague(Spell):
When the area appears, each creature in it must make a Constitution
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must also make this saving throw
much damage on a successful one. A creature must also make this saving throw
when it enters the spell's area for the first time on a turn or ends its turn
there.
At Higher Levels: When you cast this spell using a spell slot of 6th
**At Higher Levels:** When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d10 for each slot level above 5th.
"""
name = "Insect Plague"
@@ -419,12 +419,12 @@ class InvestitureOfFlame(Spell):
- You are immune to
fire damage and have resistance to cold damage.
- Any creature that moves within
5 feet of you for the first time on a turn or ends its turn there takes 1d10
5 feet of you for the first time on a turn or ends its turn there takes 1d10
fire damage.
- You can use your action to create a line of fire 15 feet long and
5 feet wide extending from you in a direc- tion you choose. Each creature in
5 feet wide extending from you in a direc- tion you choose. Each creature in
the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
a failed save, or half as much damage on a successful one.
a failed save, or half as much damage on a successful one.
"""
name = "Investiture Of Flame"
level = 6
@@ -450,8 +450,8 @@ class InvestitureOfIce(Spell):
- You can use
your action to create a 15-foot cone of freezing wind extending from your
outstretched hand in a direction you choose. Each creature in the cone must make
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
or half as much damage on a successful one. A creature that fails its save
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
or half as much damage on a successful one. A creature that fails its save
against this effect has its speed halved until the start of your next turn.
"""
name = "Investiture Of Ice"
@@ -470,13 +470,13 @@ class InvestitureOfStone(Spell):
"""Until the spell ends, bits of rock spread across your body, and you gain the
following benefits:
- You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons.
damage from nonmagical weapons.
- You can use your action to create a small
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
that ground must succeed on a Dexterity saving throw or be knocked prone.
that ground must succeed on a Dexterity saving throw or be knocked prone.
- You
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and
can move across difficult terrain made of earth or stone without spending extra
movement. You can move through solid earth or stone as if it was air and
without destabilizing it, but you can't end your movement there. If you do so,
you are ejected to the nearest unoccupied space, this spell ends, and you are
stunned until the end of your next turn.
@@ -505,8 +505,8 @@ class InvestitureOfWind(Spell):
can see within 60 feet of you. Each creature in that area must make a
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
save, or half as much damage on a successful one. If a Large or smaller creature
fails the save, that creature is also pushed up to 10 feet away from the center
of the cube.
fails the save, that creature is also pushed up to 10 feet away from the center
of the cube.
"""
name = "Investiture Of Wind"
level = 6
@@ -522,7 +522,7 @@ class InvestitureOfWind(Spell):
class Invisibility(Spell):
"""A creature you touch becomes invisible until the spell ends. Anything the target
is wearing or carrying is invisible as long as it is on the target's person.
is wearing or carrying is invisible as long as it is on the target's person.
The spell ends for a target that attacks or casts a spell.
At Higher Levels: