diff --git a/dungeonsheets/spells/spells_a.py b/dungeonsheets/spells/spells_a.py index 1f595d6..6b082c5 100644 --- a/dungeonsheets/spells/spells_a.py +++ b/dungeonsheets/spells/spells_a.py @@ -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 diff --git a/dungeonsheets/spells/spells_b.py b/dungeonsheets/spells/spells_b.py index c106fb8..83c45f8 100644 --- a/dungeonsheets/spells/spells_b.py +++ b/dungeonsheets/spells/spells_b.py @@ -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') - - diff --git a/dungeonsheets/spells/spells_c.py b/dungeonsheets/spells/spells_c.py index f6a0ab8..ff06726 100644 --- a/dungeonsheets/spells/spells_c.py +++ b/dungeonsheets/spells/spells_c.py @@ -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