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Remove illegal unicode character (\227) from spells_p.py descriptions.
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@@ -45,39 +45,42 @@ class Passwall(Spell):
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class PhantasmalForce(Spell):
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"""You craft an illusion that takes root in the mind of a creature that you can see
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within range.
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The target must make an Intelligence saving throw. On a failed
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save, you create a phantasmal object, creature, or other visible phenomenon of
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your choice that is no larger than a 10-foot cube and that is perceivable only
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to the target for the duration. This spell has no effect on undead or
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constructs.
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"""You craft an illusion that takes root in the mind of a creature
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that you can see within range. The target must make an
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Intelligence saving throw. On a failed save, you create a
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phantasmal object, creature, or other visible phenomenon of your
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choice that is no larger than a 10-foot cube and that is
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perceivable only to the target for the duration. This spell has no
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effect on undead or constructs.
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The phantasm includes sound, temperature, and other stimuli, also
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evident only to the creature.
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The target can use its action to examine the
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phantasm with an Intelligence (Investigation) check against your spell save DC.
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If the check succeeds, the target realizes that the phantasm is an illusion, and
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the spell ends.
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The target can use its action to examine the phantasm with an
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Intelligence (Investigation) check against your spell save DC. If
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the check succeeds, the target realizes that the phantasm is an
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illusion, and the spell ends.
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While a target is affected by the spell, the target treats the
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phantasm as if it were real. The target rationalizes any illogical outcomes
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from interacting with the phantasm. For example, a target attempting to walk
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across a phantasmal bridge that spans a chasm falls once it steps onto the
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bridge. If the target survives the fall, it still believes that the bridge
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exists and comes up with some other explanation for its fallit was pushed, it
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slipped, or a strong wind might have knocked it off.
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An affected target is so
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convinced of the phantasm's reality that it can even take damage from the
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illusion. A phantasm created to appear as a creature can attack the target.
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Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
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burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
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damage to the target if it is in the phantasm's area or within 5 feet of the
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phantasm, provided that the illusion is of a creature or hazard that could
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logically deal damage, such as by attacking. The target perceives the damage as
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a type appropriate to the illusion.
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phantasm as if it were real. The target rationalizes any illogical
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outcomes from interacting with the phantasm. For example, a target
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attempting to walk across a phantasmal bridge that spans a chasm
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falls once it steps onto the bridge. If the target survives the
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fall, it still believes that the bridge exists and comes up with
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some other explanation for its fall - it was pushed, it slipped,
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or a strong wind might have knocked it off.
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An affected target is so convinced of the phantasm's reality that
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it can even take damage from the illusion. A phantasm created to
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appear as a creature can attack the target. Similarly, a phantasm
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created to appear as fire, a pool of acid, or lava can burn the
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target. Each round on your turn, the phantasm can deal 1d6 psychic
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damage to the target if it is in the phantasm's area or within 5
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feet of the phantasm, provided that the illusion is of a creature
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or hazard that could logically deal damage, such as by
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attacking. The target perceives the damage as a type appropriate
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to the illusion.
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"""
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name = "Phantasmal Force"
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level = 2
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@@ -593,75 +596,80 @@ class PrismaticSpray(Spell):
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class PrismaticWall(Spell):
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"""A shimmering, multicolored plane of light forms a vertical opaque wallup to 90
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feet long, 30 feet high, and 1 inch thickcentered on a point you can seewithin
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range. Alternatively, you can shape the wall into a sphere up to 30 feet in
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diameter centered on a point you choose within range. The wall remains in place
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for the duration. If you position the wall so that it passes through a space
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occupied by a creature, the spell fails, and your action and the spell slot are
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wasted.
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"""A shimmering, multicolored plane of light forms a vertical opaque
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wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered
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on a point you can see within range. Alternatively, you can shape
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the wall into a sphere up to 30 feet in diameter centered on a
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point you choose within range. The wall remains in place for the
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duration. If you position the wall so that it passes through a
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space occupied by a creature, the spell fails, and your action and
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the spell slot are wasted.
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The wall sheds bright light out to a range of 100 feet and dim light
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for an additional 100 feet. You and creatures you designate at the time you cast
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the spell can pass through and remain near the wall without harm. If another
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creature that can see the wall moves to within 20 feet of it or starts its turn
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there, the creature must succeed on a Constitution saving throw or become
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The wall sheds bright light out to a range of 100 feet and dim
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light for an additional 100 feet. You and creatures you designate
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at the time you cast the spell can pass through and remain near
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the wall without harm. If another creature that can see the wall
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moves to within 20 feet of it or starts its turn there, the
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creature must succeed on a Constitution saving throw or become
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blinded for 1 minute.
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The wall consists of seven layers, each with a different
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color. When a creature attempts to reach into or pass through the wall, it does
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so one layer at a time through all the wall's layers. As it passes or reaches
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through each layer, the creature must make a Dexterity saving throw or be
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affected by that layer's properties as described below.
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color. When a creature attempts to reach into or pass through the
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wall, it does so one layer at a time through all the wall's
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layers. As it passes or reaches through each layer, the creature
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must make a Dexterity saving throw or be affected by that layer's
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properties as described below.
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The wall can be
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destroyed, also one layer at a time, in order from red to violet, by means
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specific to each layer. Once a layer is destroyed, it remains so for the
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duration of the spell. A rod of cancellation destroys a prismatic wall, but an
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antimagic field has no effect on it.
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The wall can be destroyed, also one layer at a time, in order from
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red to violet, by means specific to each layer. Once a layer is
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destroyed, it remains so for the duration of the spell. A rod of
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cancellation destroys a prismatic wall, but an antimagic field has
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no effect on it.
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1. Red. The creature takes 10d6 fire
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damage on a failed save, or half as much damage on a successful one. While this
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layer is in place, nonmagical ranged attacks can't pass through the wall. The
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1. Red. The creature takes 10d6 fire damage on a failed save, or
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half as much damage on a successful one. While this layer is in
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place, nonmagical ranged attacks can't pass through the wall. The
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layer can be destroyed by dealing at least 25 cold damage to it.
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2. Orange. The
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creature takes 10d6 acid damage on a failed save, or half as much damage on a
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successful one. While this layer is in place, magical ranged attacks can't pass
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through the wall. The layer is destroyed by a strong wind.
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2. Orange. The creature takes 10d6 acid damage on a failed save,
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or half as much damage on a successful one. While this layer is in
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place, magical ranged attacks can't pass through the wall. The
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layer is destroyed by a strong wind.
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3. Yellow. The
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creature takes 10d6 lightning damage on a failed save, or half as much damage on
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a successful one. This layer can be destroyed by dealing at least 60 force
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damage to it.
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3. Yellow. The creature takes 10d6 lightning damage on a failed
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save, or half as much damage on a successful one. This layer can
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be destroyed by dealing at least 60 force damage to it.
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4. Green. The creature takes 10d6 poison damage on a failed save,
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or half as much damage on a successful one. A passwall spell, or another spell
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of equal or greater level that can open a portal on a solid surface, destroys
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this layer.
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or half as much damage on a successful one. A passwall spell, or
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another spell of equal or greater level that can open a portal on
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a solid surface, destroys this layer.
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5. Blue. The creature takes 10d6 cold damage on a failed save, or
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half as much damage on a successful one. This layer can be destroyed by dealing
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at least 25 fire damage to it.
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half as much damage on a successful one. This layer can be
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destroyed by dealing at least 25 fire damage to it.
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6. Indigo. On a failed save, the creature is
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restrained. It must then make a Constitution saving throw at the end of each of
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its turns. If it successfully saves three times, the spell ends. If it fails its
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save three times, it permanently turns to stone and is subjected to the
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petrified condition. The successes and failures don't need to be consecutive;
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keep track of both until the creature collects three of a kind. While this layer
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is in place, spells can't be cast through the wall. The layer is destroyed by
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bright light shed by a daylight spell or a similar spell of equal or higher
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level.
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6. Indigo. On a failed save, the creature is restrained. It must
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then make a Constitution saving throw at the end of each of its
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turns. If it successfully saves three times, the spell ends. If it
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fails its save three times, it permanently turns to stone and is
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subjected to the petrified condition. The successes and failures
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don't need to be consecutive; keep track of both until the
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creature collects three of a kind. While this layer is in place,
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spells can't be cast through the wall. The layer is destroyed by
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bright light shed by a daylight spell or a similar spell of equal
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or higher level.
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7. Violet. On a failed save, the creature is blinded. It must then
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make a Wisdom saving throw at the start of your next turn. A
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successful save ends the blindness. If it fails that save, the
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creature is transported to another plane of the DM's choosing and
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is no longer blinded. (Typically, a creature that is on a plane
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that isn't its home plane is banished home, while other creatures
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are usually cast into the Astral or Ethereal planes.) This layer
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is destroyed by a dispel magic spell or similar spell of equal or
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higher level that can end spells and magical effects.
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7. Violet. On a failed save, the creature is blinded. It must then make
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a Wisdom saving throw at the start of your next turn. A successful save ends the
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blindness. If it fails that save, the creature is transported to another plane
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of the DM's choosing and is no longer blinded. (Typically, a creature that is on
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a plane that isn't its home plane is banished home, while other creatures are
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usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
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dispel magic spell or similar spell of equal or higher level that can end spells
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and magical effects.
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"""
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name = "Prismatic Wall"
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level = 9
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