Remove illegal unicode character (\227) from spells_p.py descriptions.

This commit is contained in:
Mark Wolfman
2020-07-09 14:04:54 -05:00
parent f8cab809f5
commit 51c5e81322
+92 -84
View File
@@ -45,39 +45,42 @@ class Passwall(Spell):
class PhantasmalForce(Spell):
"""You craft an illusion that takes root in the mind of a creature that you can see
within range.
The target must make an Intelligence saving throw. On a failed
save, you create a phantasmal object, creature, or other visible phenomenon of
your choice that is no larger than a 10-foot cube and that is perceivable only
to the target for the duration. This spell has no effect on undead or
constructs.
"""You craft an illusion that takes root in the mind of a creature
that you can see within range. The target must make an
Intelligence saving throw. On a failed save, you create a
phantasmal object, creature, or other visible phenomenon of your
choice that is no larger than a 10-foot cube and that is
perceivable only to the target for the duration. This spell has no
effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also
evident only to the creature.
The target can use its action to examine the
phantasm with an Intelligence (Investigation) check against your spell save DC.
If the check succeeds, the target realizes that the phantasm is an illusion, and
the spell ends.
The target can use its action to examine the phantasm with an
Intelligence (Investigation) check against your spell save DC. If
the check succeeds, the target realizes that the phantasm is an
illusion, and the spell ends.
While a target is affected by the spell, the target treats the
phantasm as if it were real. The target rationalizes any illogical outcomes
from interacting with the phantasm. For example, a target attempting to walk
across a phantasmal bridge that spans a chasm falls once it steps onto the
bridge. If the target survives the fall, it still believes that the bridge
exists and comes up with some other explanation for its fall—it was pushed, it
slipped, or a strong wind might have knocked it off.
An affected target is so
convinced of the phantasm's reality that it can even take damage from the
illusion. A phantasm created to appear as a creature can attack the target.
Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
damage to the target if it is in the phantasm's area or within 5 feet of the
phantasm, provided that the illusion is of a creature or hazard that could
logically deal damage, such as by attacking. The target perceives the damage as
a type appropriate to the illusion.
phantasm as if it were real. The target rationalizes any illogical
outcomes from interacting with the phantasm. For example, a target
attempting to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and comes up with
some other explanation for its fall - it was pushed, it slipped,
or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that
it can even take damage from the illusion. A phantasm created to
appear as a creature can attack the target. Similarly, a phantasm
created to appear as fire, a pool of acid, or lava can burn the
target. Each round on your turn, the phantasm can deal 1d6 psychic
damage to the target if it is in the phantasm's area or within 5
feet of the phantasm, provided that the illusion is of a creature
or hazard that could logically deal damage, such as by
attacking. The target perceives the damage as a type appropriate
to the illusion.
"""
name = "Phantasmal Force"
level = 2
@@ -593,75 +596,80 @@ class PrismaticSpray(Spell):
class PrismaticWall(Spell):
"""A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90
feet long, 30 feet high, and 1 inch thick—centered on a point you can seewithin
range. Alternatively, you can shape the wall into a sphere up to 30 feet in
diameter centered on a point you choose within range. The wall remains in place
for the duration. If you position the wall so that it passes through a space
occupied by a creature, the spell fails, and your action and the spell slot are
wasted.
"""A shimmering, multicolored plane of light forms a vertical opaque
wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered
on a point you can see within range. Alternatively, you can shape
the wall into a sphere up to 30 feet in diameter centered on a
point you choose within range. The wall remains in place for the
duration. If you position the wall so that it passes through a
space occupied by a creature, the spell fails, and your action and
the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light
for an additional 100 feet. You and creatures you designate at the time you cast
the spell can pass through and remain near the wall without harm. If another
creature that can see the wall moves to within 20 feet of it or starts its turn
there, the creature must succeed on a Constitution saving throw or become
The wall sheds bright light out to a range of 100 feet and dim
light for an additional 100 feet. You and creatures you designate
at the time you cast the spell can pass through and remain near
the wall without harm. If another creature that can see the wall
moves to within 20 feet of it or starts its turn there, the
creature must succeed on a Constitution saving throw or become
blinded for 1 minute.
The wall consists of seven layers, each with a different
color. When a creature attempts to reach into or pass through the wall, it does
so one layer at a time through all the wall's layers. As it passes or reaches
through each layer, the creature must make a Dexterity saving throw or be
affected by that layer's properties as described below.
color. When a creature attempts to reach into or pass through the
wall, it does so one layer at a time through all the wall's
layers. As it passes or reaches through each layer, the creature
must make a Dexterity saving throw or be affected by that layer's
properties as described below.
The wall can be
destroyed, also one layer at a time, in order from red to violet, by means
specific to each layer. Once a layer is destroyed, it remains so for the
duration of the spell. A rod of cancellation destroys a prismatic wall, but an
antimagic field has no effect on it.
The wall can be destroyed, also one layer at a time, in order from
red to violet, by means specific to each layer. Once a layer is
destroyed, it remains so for the duration of the spell. A rod of
cancellation destroys a prismatic wall, but an antimagic field has
no effect on it.
1. Red. The creature takes 10d6 fire
damage on a failed save, or half as much damage on a successful one. While this
layer is in place, nonmagical ranged attacks can't pass through the wall. The
1. Red. The creature takes 10d6 fire damage on a failed save, or
half as much damage on a successful one. While this layer is in
place, nonmagical ranged attacks can't pass through the wall. The
layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The
creature takes 10d6 acid damage on a failed save, or half as much damage on a
successful one. While this layer is in place, magical ranged attacks can't pass
through the wall. The layer is destroyed by a strong wind.
2. Orange. The creature takes 10d6 acid damage on a failed save,
or half as much damage on a successful one. While this layer is in
place, magical ranged attacks can't pass through the wall. The
layer is destroyed by a strong wind.
3. Yellow. The
creature takes 10d6 lightning damage on a failed save, or half as much damage on
a successful one. This layer can be destroyed by dealing at least 60 force
damage to it.
3. Yellow. The creature takes 10d6 lightning damage on a failed
save, or half as much damage on a successful one. This layer can
be destroyed by dealing at least 60 force damage to it.
4. Green. The creature takes 10d6 poison damage on a failed save,
or half as much damage on a successful one. A passwall spell, or another spell
of equal or greater level that can open a portal on a solid surface, destroys
this layer.
or half as much damage on a successful one. A passwall spell, or
another spell of equal or greater level that can open a portal on
a solid surface, destroys this layer.
5. Blue. The creature takes 10d6 cold damage on a failed save, or
half as much damage on a successful one. This layer can be destroyed by dealing
at least 25 fire damage to it.
half as much damage on a successful one. This layer can be
destroyed by dealing at least 25 fire damage to it.
6. Indigo. On a failed save, the creature is
restrained. It must then make a Constitution saving throw at the end of each of
its turns. If it successfully saves three times, the spell ends. If it fails its
save three times, it permanently turns to stone and is subjected to the
petrified condition. The successes and failures don't need to be consecutive;
keep track of both until the creature collects three of a kind. While this layer
is in place, spells can't be cast through the wall. The layer is destroyed by
bright light shed by a daylight spell or a similar spell of equal or higher
level.
6. Indigo. On a failed save, the creature is restrained. It must
then make a Constitution saving throw at the end of each of its
turns. If it successfully saves three times, the spell ends. If it
fails its save three times, it permanently turns to stone and is
subjected to the petrified condition. The successes and failures
don't need to be consecutive; keep track of both until the
creature collects three of a kind. While this layer is in place,
spells can't be cast through the wall. The layer is destroyed by
bright light shed by a daylight spell or a similar spell of equal
or higher level.
7. Violet. On a failed save, the creature is blinded. It must then
make a Wisdom saving throw at the start of your next turn. A
successful save ends the blindness. If it fails that save, the
creature is transported to another plane of the DM's choosing and
is no longer blinded. (Typically, a creature that is on a plane
that isn't its home plane is banished home, while other creatures
are usually cast into the Astral or Ethereal planes.) This layer
is destroyed by a dispel magic spell or similar spell of equal or
higher level that can end spells and magical effects.
7. Violet. On a failed save, the creature is blinded. It must then make
a Wisdom saving throw at the start of your next turn. A successful save ends the
blindness. If it fails that save, the creature is transported to another plane
of the DM's choosing and is no longer blinded. (Typically, a creature that is on
a plane that isn't its home plane is banished home, while other creatures are
usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
dispel magic spell or similar spell of equal or higher level that can end spells
and magical effects.
"""
name = "Prismatic Wall"
level = 9