Merge branch 'VKerman-spells'

This commit is contained in:
Mark Wolfman
2020-04-28 12:48:46 -05:00
3 changed files with 358 additions and 304 deletions
+23
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@@ -49,6 +49,29 @@ class AbsorbElements(Spell):
classes = ('Druid', 'Ranger', 'Wizard', 'Sorcerer')
class AcidArrow(Spell):
"""A shimmering green arrow streaks toward a target within range and
bursts in a spray of acid. Make a ranged spell attack against the
target. On a hit, the target takes 4d4 acid damage immediately and
2d4 acid damage at the end of its next turn. On a miss, the arrow
splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage (both initial and later) increases
by 1d4 for each slot level above 2nd.
"""
level = 2
name = "Acid Arrow"
casting_time = "1 action"
casting_range = "90 ft"
components = ("V", "S", "M")
duration = "instantaneous"
magic_school = "Evocation"
classes = ('Wizard',)
class AcidSplash(Spell):
"""You hurl a bubble of acid.
Choose one creature within range, or choose two
+107 -92
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@@ -116,13 +116,16 @@ class BeaconOfHope(Spell):
class BeastBond(Spell):
"""You establish a telepathic link with one beast you touch that is friendly to you
or charmed by you. The spell fails if the beast's Intelligence is 4 or higher.
Until the spell ends, the link is active while you and the beast are within line
of sight of each other. Through the link, the beast can understand your
telepathic messages to it, and it can telepathically communicate simple emotions
and concepts back to you. While the link is active, the beast gains advantage
on attack rolls against any creature within 5 feet of you that you can see.
"""You establish a telepathic link with one beast you touch that is
friendly to you or charmed by you. The spell fails if the beast's
Intelligence is 4 or higher. Until the spell ends, the link is
active while you and the beast are within line of sight of each
other. Through the link, the beast can understand your telepathic
messages to it, and it can telepathically communicate simple
emotions and concepts back to you. While the link is active, the
beast gains advantage on attack rolls against any creature within
5 feet of you that you can see.
"""
name = "Beast Bond"
level = 1
@@ -137,9 +140,11 @@ class BeastBond(Spell):
class BeastSense(Spell):
"""You touch a willing beast. For the duration of the spell, you can use your
action to see through the beast's eyes and hear what it hears, and continue to
do so until you use your action to return to your normal senses.
"""You touch a willing beast. For the duration of the spell, you can
use your action to see through the beast's eyes and hear what it
hears, and continue to do so until you use your action to return
to your normal senses.
"""
name = "Beast Sense"
level = 2
@@ -195,56 +200,59 @@ class BestowCurse(Spell):
class BigbysHand(Spell):
"""You create a Large hand of shimmering, translucent force in an unoccupied space
that you can see within range. The hand lasts for the spell's duration, and it
moves at your command, mimicking the movements of your own hand.
"""You create a Large hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand lasts for
the spell's duration, and it moves at your command, mimicking the
movements of your own hand.
The hand is
an object that has AC 20 and hit points equal to your hit point maximum. If it
drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a
Dexterity of 10 (+0). The hand doesn't fill its space.
The hand is an object that has AC 20 and hit points equal to your
hit point maximum. If it drops to 0 hit points, the spell ends. It
has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand
doesn't fill its space.
When you cast the spell
and as a bonus action on your subsequent turns, you can move the hand up to 60
feet and then cause one of the following effects with it.
When you cast the spell and as a bonus action on your subsequent
turns, you can move the hand up to 60 feet and then cause one of
the following effects with it.
Clenched Fist 
The
hand strikes one creature or object within 5 feet of it. Make a melee spell
attack for the hand using your game statistics. On a hit, the target takes 4d8
force damage.
**Clenched Fist**
The hand strikes one creature or object within 5 feet of it. Make
a melee spell attack for the hand using your game statistics. On a
hit, the target takes 4d8 force damage.
Forceful Hand
The hand attempts to push a creature within 5 feet
of it in a direction you choose. Make a check with the hand's Strength
contested by the Strength (Athletics) check of the target. If the target is
Medium or smaller, you have advantage on the check. If you succeed, the hand
pushes the target up to 5 feet plus a number of feet equal to five times your
spellcasting ability modifier. The hand moves with the target to remain within 5
feet of it.
**Forceful Hand**
The hand attempts to push a creature within 5 feet of it in a
direction you choose. Make a check with the hand's Strength
contested by the Strength (Athletics) check of the target. If the
target is Medium or smaller, you have advantage on the check. If
you succeed, the hand pushes the target up to 5 feet plus a number
of feet equal to five times your spellcasting ability
modifier. The hand moves with the target to remain within 5 feet
of it.
Grasping Hand
The hand attempts to grapple a Huge or smaller
creature within 5 feet of it. You use the hand's Strength score to resolve the
grapple. If the target is Medium or smaller, you have advantage on the check.
While the hand is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6
+ your spellcasting ability modifier.
**Grasping Hand**
The hand attempts to grapple a Huge or smaller creature within 5
feet of it. You use the hand's Strength score to resolve the
grapple. If the target is Medium or smaller, you have advantage on
the check. While the hand is grappling the target, you can use a
bonus action to have the hand crush it. When you do so, the target
takes bludgeoning damage equal to 2d6 + your spellcasting ability
modifier.
Interposing Hand
The hand interposes
itself between you and a creature you choose until you give the hand a different
command. The hand moves to stay between you and the target, providing you with
half cover against the target. The target can't move through the hand's space if
its Strength score is less than or equal to the hand's Strength score. If its
Strength score is higher than the hand's Strength score, the target can move
toward you through the hand's space, but that space is difficult terrain for the
target.
**Interposing Hand**
The hand interposes itself between you and a creature you choose
until you give the hand a different command. The hand moves to
stay between you and the target, providing you with half cover
against the target. The target can't move through the hand's space
if its Strength score is less than or equal to the hand's Strength
score. If its Strength score is higher than the hand's Strength
score, the target can move toward you through the hand's space,
but that space is difficult terrain for the target.
**At Higher Levels:** When you cast this spell using a spell slot
of 6th level or higher, the damage from the clenched fist option
increases by 2d8 and the damage from the grasping hand increases
by 2d6 for each slot level above 5th.
At Higher Levels: When you cast this spell using a spell slot of 6th
level or higher, the damage from the clenched fist option increases by 2d8 and
the damage from the grasping hand increases by 2d6 for each slot level above
5th.
"""
name = "Bigbys Hand"
level = 5
@@ -352,14 +360,16 @@ class Blight(Spell):
class BlindingSmite(Spell):
"""The next time you hit a creature with a melee weapon attack during this spell's
duration, you weapon flares with a bright light, and the attack deals an extra
3d8 radiant damage to the target. Additionally, the target must succeed on a
Constitution saving throw or be blinded until the spell ends.
"""The next time you hit a creature with a melee weapon attack during
this spell's duration, you weapon flares with a bright light, and
the attack deals an extra 3d8 radiant damage to the
target. Additionally, the target must succeed on a Constitution
saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving
throw at the end of each of its turns. On a successful save, it is
no longer blinded.
A creature
blinded by this spell makes another Constitution saving throw at the end of each
of its turns. On a successful save, it is no longer blinded.
"""
name = "Blinding Smite"
level = 3
@@ -373,22 +383,23 @@ class BlindingSmite(Spell):
classes = ('Paladin',)
class Blindnessdeafness(Spell):
"""You can blind or deafen a foe. Choose one creature that you can see within range
to make a Constitution saving throw. If it fails, the target is either blinded
or deafened (your choice) for the duration. At the end of each of its turns, the
target can make a Constitution saving throw. On a success, the spell ends.
class BlindnessDeafness(Spell):
"""You can blind or deafen a foe. Choose one creature that you can see
within range to make a Constitution saving throw. If it fails, the
target is either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the target can make a
Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature for
each slot level above 2nd.
At
Higher Levels: When you cast this spell using a spell slot of 3rd level or
higher, you can target one additional creature for each slot level above 2nd.
"""
name = "Blindnessdeafness"
name = "Blindness/Deafness"
level = 2
casting_time = "1 action"
casting_range = "30 feet"
components = ('V',)
materials = """"""
duration = "1 minute"
ritual = False
magic_school = "Necromancy"
@@ -445,33 +456,39 @@ class Blur(Spell):
class BonesOfTheEarth(Spell):
"""You cause up to six pillars of stone to burst from places on the ground that you
can see within range. Each pillar is a cylinder that has a diameter of 5 feet
and a height of up to 30 feet. The ground where a pillar appears must be wide
enough for its diameter, and you can target ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of
difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a
pillar is created under a creature, that creature must succeed on a Dexterity
saving throw or be lifted by the pillar. A creature can choose to fail the save.
"""You cause up to six pillars of stone to burst from places on the
ground that you can see within range. Each pillar is a cylinder
that has a diameter of 5 feet and a height of up to 30 feet. The
ground where a pillar appears must be wide enough for its
diameter, and you can target ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5 and 30 hit
points. When reduced to 0 hit points, a pillar crumbles into
rubble, which creates an area of difficult terrain with a 10-foot
radius. The rubble lasts until cleared.
If a pillar is prevented from reaching its full height because of a ceiling or
other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is
restrained, pinched between the pillar and the obstacle. The restrained creature
can use an action to make a Strength or Dexterity check (the creature's choice)
against the spell's saving throw DC. On a success, the creature is no longer
restrained and must either move off the pillar or fall off it.
At Higher Levels.
When you cast this spell using a spell slot of 7th level or higher, you can
create two additional pillars for each slot level above 6th.
If a pillar is created under a creature, that creature must
succeed on a Dexterity saving throw or be lifted by the pillar. A
creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of
a ceiling or other obstacle, a creature on the pillar takes 6d6
bludgeoning damage and is restrained, pinched between the pillar
and the obstacle. The restrained creature can use an action to
make a Strength or Dexterity check (the creature's choice) against
the spell's saving throw DC. On a success, the creature is no
longer restrained and must either move off the pillar or fall off
it.
**At Higher Levels.** When you cast this spell using a spell slot
of 7th level or higher, you can create two additional pillars for
each slot level above 6th.
"""
name = "Bones Of The Earth"
level = 6
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
@@ -551,5 +568,3 @@ class BurningHands(Spell):
ritual = False
magic_school = "Evocation"
classes = ('Sorcerer', 'Wizard')
+228 -212
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@@ -203,10 +203,12 @@ class ChainLightning(Spell):
class ChaosBolt(Spell):
"""You hurl an undulating, warbling mass of chaotic energy at one creature in
range. Make a ranged spell attack against the target. On a hit, the target takes
2d8 + 1d6 damage. Choose one of the dSs. The number rolled on that die
determines the attacks damage type, as shown below.
"""You hurl an undulating, warbling mass of chaotic energy at one
creature in range. Make a ranged spell attack against the
target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of
the dSs. The number rolled on that die determines the attacks
damage type, as shown below.
d8 / Damage Type
1 / Acid
2
@@ -217,16 +219,18 @@ class ChaosBolt(Spell):
6 / Poison
7 / Psychic
8 / Thunder
If
you roll the same number on both d8s, the chaotic energy leaps from the target
to a different creature of your choice within 30 feet of it. Make a new attack
roll against the new target, and make a new damage roll, which could cause the
chaotic energy to leap again. A creature can be targeted only once by each
casting of this spell.
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, each target takes 1d6 extra damage of the type
rolled for each slot level above 1st.
If you roll the same number on both d8s, the chaotic energy leaps
from the target to a different creature of your choice within 30
feet of it. Make a new attack roll against the new target, and
make a new damage roll, which could cause the chaotic energy to
leap again. A creature can be targeted only once by each casting
of this spell.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, each target takes 1d6 extra damage of the
type rolled for each slot level above 1st.
"""
name = "Chaos Bolt"
level = 1
@@ -241,17 +245,19 @@ class ChaosBolt(Spell):
class CharmMonster(Spell):
"""You attempt to charm a creature you can see within range. It must make a Wisdom
saving throw, and it does so with advantage if you or your companions are
fighting it. If it fails the saving throw, it is charmed by you until the spell
ends or until you or your companions do anything harmful to it. The charmed
creature is friendly to you. When the spell ends, the creature knows it was
"""You attempt to charm a creature you can see within range. It must
make a Wisdom saving throw, and it does so with advantage if you
or your companions are fighting it. If it fails the saving throw,
it is charmed by you until the spell ends or until you or your
companions do anything harmful to it. The charmed creature is
friendly to you. When the spell ends, the creature knows it was
charmed by you.
At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, you can target one additional creature for each slot
level above 4th. The creatures must be within 30 feet of each other when you
target them.
At Higher Levels: When you cast this spell using a spell slot of
5th level or higher, you can target one additional creature for
each slot level above 4th. The creatures must be within 30 feet of
each other when you target them.
"""
name = "Charm Monster"
level = 4
@@ -266,18 +272,19 @@ class CharmMonster(Spell):
class CharmPerson(Spell):
"""You attempt to charm a humanoid you can see within range.
It must make a Wisdom
saving throw, and does so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until the spell ends or
until you or your companions do anything harmful to it.The charmed creature
regards you as a friendly acquaintance. When the spell ends, the creature knows
it was charmed by you.
"""You attempt to charm a humanoid you can see within range. It must
make a Wisdom saving throw, and does so with advantage if you or
your companions are fighting it. If it fails the saving throw, it
is charmed by you until the spell ends or until you or your
companions do anything harmful to it.The charmed creature regards
you as a friendly acquaintance. When the spell ends, the creature
knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, you can target one additional creature for
each slot level above 1st. The creatures must be within 30 feet of
each other when you target them.
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional creature for each
slot level above 1st. The creatures must be within 30 feet of each other when
you target them.
"""
name = "Charm Person"
level = 1
@@ -523,31 +530,38 @@ class ColorSpray(Spell):
class Command(Spell):
"""You speak a one-word command to a creature you can see within range.
The target
must succeed on a Wisdom saving throw or follow the command on its next turn.
The spell has no effect if the target is undead, if it doesn't understand your
language, or if your command is directly harmful to it. Some typical commands
and their effects follow. You might issue a command other than one described
here. If you do so, the DM determines how the target behaves. If the target
can't follow your command, the spell ends.
Approach The target moves toward you
by the shortest and most direct route, ending its turn if it moves within 5 feet
of you.
Drop The target drops whatever it is holding and then ends its turn.
"""You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or follow
the command on its next turn. The spell has no effect if the
target is undead, if it doesn't understand your language, or if
your command is directly harmful to it.
Flee The target spends its turn moving away from you by the fastest available
means.
Grovel The target falls prone and then ends its turn.
Halt The target
doesn't move and takes no actions. A flying creature stays aloft, provided that
it is able to do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
Some typical commands and their effects follow. You might issue a
command other than one described here. If you do so, the DM
determines how the target behaves. If the target can't follow your
command, the spell ends.
At Higher Levels: When you cast this
spell using a spell slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st. The creatures must be within 30 feet of
each other when you target them
**Approach:** The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
**Drop:** The target drops whatever it is holding and then ends
its turn.
**Flee:** The target spends its turn moving away from you by the
fastest available means.
**Grovel:** The target falls prone and then ends its turn.
**Halt:** The target doesn't move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum distance needed to
remain in the air.
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, you can affect one additional creature
for each slot level above 1st. The creatures must be within 30
feet of each other when you target them
"""
name = "Command"
level = 1
@@ -590,16 +604,15 @@ class Commune(Spell):
class CommuneWithNature(Spell):
"""You briefly become one with nature and gain knowledge of the surrounding
territory.
In the outdoors, the spell gives you knowledge of the land within 3
miles of you. In caves and other natural underground settings, the radius is
limited to 300 feet. The spell doesn't function where nature has been replaced
by construction, such as in dungeons and towns.
"""You briefly become one with nature and gain knowledge of the
surrounding territory. In the outdoors, the spell gives you
knowledge of the land within 3 miles of you. In caves and other
natural underground settings, the radius is limited to 300
feet. The spell doesn't function where nature has been replaced by
construction, such as in dungeons and towns.
You instantly gain knowledge
of up to three facts of your choice about any of the following subjects as they
relate to the area:
You instantly gain knowledge of up to three facts of your choice
about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants,
@@ -609,10 +622,10 @@ class CommuneWithNature(Spell):
- influence from other planes of existence
- buildings
For
example, you could determine the location of powerful undead in the area, the
location of major sources of safe drinking water, and the location of any nearby
towns.
For example, you could determine the location of powerful undead
in the area, the location of major sources of safe drinking water,
and the location of any nearby towns.
"""
name = "Commune With Nature"
level = 5
@@ -775,39 +788,36 @@ class Confusion(Spell):
class ConjureAnimals(Spell):
"""You summon fey spirits that take the form of beasts and appear in unoccupied
spaces that you can see within range.
"""You summon fey spirits that take the form of beasts and appear in
unoccupied spaces that you can see within range.
Choose one of the following options for
what appears:
Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower
- Two beasts of
challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
-
Eight beasts of challenge rating 1/4 or lower
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast is also considered
fey, and it disappears when it drops to 0 hit points or when the spell ends.
Each beast is also considered fey, and it disappears when it drops
to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative
for the summoned creatures as a group, which has its own turns. They obey any
verbal commands that you issue to them (no action required by you). If you don't
issue any commands to them, they defend themselves from hostile creatures, but
otherwise take no actions.
The DM has the creatures' statistics.
The summoned creatures are friendly to you and your
companions. Roll initiative for the summoned creatures as a group,
which has its own turns. They obey any verbal commands that you
issue to them (no action required by you). If you don't issue any
commands to them, they defend themselves from hostile creatures,
but otherwise take no actions. The DM has the creatures'
statistics.
At Higher
Levels: When you cast this spell using certain higher-level spell slots, you
choose one of the summoning options above, and more creatures appear:
**At Higher Levels:** When you cast this spell using certain
higher-level spell slots, you choose one of the summoning options
above, and more creatures appear:
- twice as many with a 5th-level slot
- three times as many with a 7th-level slot
- four times as many with a 9th-level slot.
twice
as many with a 5th-level slot
three times as many with a 7th-level slot
four
times as many with a 9th-level slot.
"""
name = "Conjure Animals"
level = 3
@@ -1139,25 +1149,26 @@ class Contagion(Spell):
class Contingency(Spell):
"""Choose a spell of 5th level or lower that you can cast, that has a casting time
of 1 action, and that can target you.
You cast that spell —called the
contingent spell— as part of casting contingency, expending spell slots for
both, but the contingent spell doesn't come into effect. Instead, it takes
effect when a certain circumstance occurs. You describe that circumstance when
you cast the two spells. For example, a contingency cast with water breathing
might stipulate that water breathing comes into effect when you are engulfed in
water or a similar liquid.
"""Choose a spell of 5th level or lower that you can cast, that has a
casting time of 1 action, and that can target you. You cast that
spell called "the contingent spell" as part of casting
contingency, expending spell slots for both, but the contingent
spell doesn't come into effect. Instead, it takes effect when a
certain circumstance occurs. You describe that circumstance when
you cast the two spells. For example, a contingency cast with
water breathing might stipulate that water breathing comes into
effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after
the circumstance is met for the first time, whether or not you want it to. and
then contingency ends.
The contingent spell takes effect immediately after the
circumstance is met for the first time, whether or not you want
it to. and then contingency ends.
The contingent spell takes effect only on you, even if it can
normally target others. You can use only one contingency spell at
a time. If you cast this spell again, the effect of another
contingency spell on you ends. Also, contingency ends on you if
its material component is ever not on your person.
The contingent spell takes effect only on you, even if
it can normally target others. You can use only one contingency spell at a time.
If you cast this spell again, the effect of another contingency spell on you
ends. Also, contingency ends on you if its material component is ever not on
your person.
"""
name = "Contingency"
level = 6
@@ -1172,11 +1183,11 @@ class Contingency(Spell):
class ContinualFlame(Spell):
"""A flame, equivalent in brightness to a torch, springs forth from an object that
you touch.
The effect looks like a regular flame, but it creates no heat and
doesn't use oxygen. A continual flame can be covered or hidden but not smothered
or quenched.
"""A flame, equivalent in brightness to a torch, springs forth from an
object that you touch. The effect looks like a regular flame, but
it creates no heat and doesn't use oxygen. A continual flame can
be covered or hidden but not smothered or quenched.
"""
name = "Continual Flame"
level = 2
@@ -1193,19 +1204,19 @@ class ContinualFlame(Spell):
class ControlFlames(Spell):
"""You choose a nonmagical flame that you can see within range and that fits within
a 5-foot cube. You affect it in one of the following ways:
- You
instantaneously expand the flame 5 feet in one direction, provided that wood or
other fuel is present in the new location.
- You instantaneously extinguish the
flames within the cube.
- You double or halve the area of bright light and dim
light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes - such as the vague form of a creature, an inanimate
object, or a location - to appear within the flames and animate as you like. The
shapes last for 1 hour.
If you cast this spell multiple times, you can have up
to three non-instantaneous
- You instantaneously expand the flame 5 feet in one direction,
provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast
by the flame, change its color, or both. The change lasts for 1
hour.
- You cause simple shapes - such as the vague form of a creature,
an inanimate object, or a location - to appear within the flames
and animate as you like. The shapes last for 1 hour. If you
cast this spell multiple times, you can have up to three
non-instantaneous
"""
name = "Control Flames"
level = 0
@@ -1246,7 +1257,7 @@ class ControlWater(Spell):
water then slowly fills in the trench over the course of the next round until
the normal water level is restored.
Redirect Flow 
Redirect Flow
You cause flowing water in
the area to move in a direction you choose, even if the water has to flow over
obstacles, up walls, or in other unlikely directions. The water in the area
@@ -1287,48 +1298,45 @@ class ControlWater(Spell):
class ControlWeather(Spell):
"""You take control of the weather within 5 miles of you for the duration.
You
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,
you can change the conditions again. When the spell ends, the weather gradually
returns to normal.
You 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.
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.
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