Replace all relative imports with absolute ones

This commit is contained in:
Tomáš Heger
2020-05-05 23:00:17 +02:00
parent 7019199020
commit 5a9bb96dd9
66 changed files with 3101 additions and 3094 deletions
+273 -273
View File
@@ -1,24 +1,24 @@
from .spells import Spell
from dungeonsheets.spells.spells import Spell
class Fabricate(Spell):
"""You convert raw materials into products of the same material.
For example, you
can fabricate a wooden bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool.
Choose raw materials that you can see
within range. You can fabricate a Large or smaller object (contained within a
10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
raw material. If you are working with metal, stone, or another mineral
substance, however, the fabricated object can be no larger than Medium
(contained within a single 5-foot cube). The quality of objects made by the
spell is commensurate with the quality of the raw materials.
Creatures or
magic items can't be created or transmuted by this spell. You also can't use it
to create items that ordinarily require a high degree of craftsmanship, such as
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
"""You convert raw materials into products of the same material.
For example, you
can fabricate a wooden bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool.
Choose raw materials that you can see
within range. You can fabricate a Large or smaller object (contained within a
10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
raw material. If you are working with metal, stone, or another mineral
substance, however, the fabricated object can be no larger than Medium
(contained within a single 5-foot cube). The quality of objects made by the
spell is commensurate with the quality of the raw materials.
Creatures or
magic items can't be created or transmuted by this spell. You also can't use it
to create items that ordinarily require a high degree of craftsmanship, such as
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
artisan's tools used to craft such objects.
"""
name = "Fabricate"
@@ -35,13 +35,13 @@ class Fabricate(Spell):
class FaerieFire(Spell):
"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
light (your choice).
Any creature in the area when the spell is cast is also
outlined in light if it fails a Dexterity saving throw. For the duration,
objects and affected creatures shed dim light in a 10-foot radius.
Any attack
roll against an affected creature or object has advantage if the attacker can
light (your choice).
Any creature in the area when the spell is cast is also
outlined in light if it fails a Dexterity saving throw. For the duration,
objects and affected creatures shed dim light in a 10-foot radius.
Any attack
roll against an affected creature or object has advantage if the attacker can
see it, and the affected creature or object can't benefit from being invisible.
"""
name = "Faerie Fire"
@@ -57,10 +57,10 @@ class FaerieFire(Spell):
class FalseLife(Spell):
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
temporary hit points for the duration.
At Higher Levels: When you cast this
At Higher Levels: When you cast this
spell using a spell slot of 2nd level or higher, you gain 5 additional temporary
hit points for each slot level above 1st.
"""
@@ -77,8 +77,8 @@ class FalseLife(Spell):
class FarStep(Spell):
"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
turns before the spell ends, you can use a bonus action to teleport in this way
"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
turns before the spell ends, you can use a bonus action to teleport in this way
again.
"""
name = "Far Step"
@@ -94,15 +94,15 @@ class FarStep(Spell):
class Fear(Spell):
"""You project a phantasmal image of a creature's worst fears. Each creature in a
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
holding and become frightened for the duration.
While frightened by this
"""You project a phantasmal image of a creature's worst fears. Each creature in a
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
holding and become frightened for the duration.
While frightened by this
spell, a creature must take the Dash action and move away from you by the safest
available route on each of its turns, unless there is nowhere to move. If the
available route on each of its turns, unless there is nowhere to move. If the
creature ends its turn in a location where it doesn't have line of sight to you,
the creature can make a Wisdom saving throw. On a successful save, the spell
the creature can make a Wisdom saving throw. On a successful save, the spell
ends for that creature.
"""
name = "Fear"
@@ -118,12 +118,12 @@ class Fear(Spell):
class FeatherFall(Spell):
"""Reaction: When you or a creature within 60 feet of you falls
"""Reaction: When you or a creature within 60 feet of you falls
Choose up to five
falling creatures within range. A falling creature's rate of descent slows to
60 feet per round until the spell ends. If the creature lands before the spell
ends, it takes no falling damage and can land on its feet, and the spell ends
falling creatures within range. A falling creature's rate of descent slows to
60 feet per round until the spell ends. If the creature lands before the spell
ends, it takes no falling damage and can land on its feet, and the spell ends
for that creature.
"""
name = "Feather Fall"
@@ -139,19 +139,19 @@ class FeatherFall(Spell):
class Feeblemind(Spell):
"""You blast the mind of a creature that you can see within range, attempting to
shatter its intellect and personality. The target takes 4d6 psychic damage and
must make an Intelligence saving throw.
On a failed save, the creature's
Intelligence and Charisma scores become 1. The creature can't cast spells,
activate magic items, understand language, or communicate in any intelligible
way. The creature can, however, identify its friends, follow them, and even
protect them.
At the end of every 30 days, the creature can repeat its saving
throw against this spell. If it succeeds on its saving throw, the spell ends.
"""You blast the mind of a creature that you can see within range, attempting to
shatter its intellect and personality. The target takes 4d6 psychic damage and
must make an Intelligence saving throw.
On a failed save, the creature's
Intelligence and Charisma scores become 1. The creature can't cast spells,
activate magic items, understand language, or communicate in any intelligible
way. The creature can, however, identify its friends, follow them, and even
protect them.
At the end of every 30 days, the creature can repeat its saving
throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal or wish.
"""
name = "Feeblemind"
@@ -167,16 +167,16 @@ class Feeblemind(Spell):
class FeignDeath(Spell):
"""You touch a willing creature and put it into a cataleptic state that is
indistinguishable from death.
For the spell's duration, or until you use an
"""You touch a willing creature and put it into a cataleptic state that is
indistinguishable from death.
For the spell's duration, or until you use an
action to touch the target and dismiss the spell, the target appears dead to all
outward inspection and to spells used to determine the target's status. The
target is blinded and incapacitated, and its speed drops to 0.
The target has
resistance to all damage except psychic damage. If the target is diseased or
poisoned when you cast the spell, or becomes diseased or poisoned while under
outward inspection and to spells used to determine the target's status. The
target is blinded and incapacitated, and its speed drops to 0.
The target has
resistance to all damage except psychic damage. If the target is diseased or
poisoned when you cast the spell, or becomes diseased or poisoned while under
the spell's effect, the disease and poison have no effect until the spell ends.
"""
name = "Feign Death"
@@ -192,42 +192,42 @@ class FeignDeath(Spell):
class FindFamiliar(Spell):
"""You gain the service of a familiar, a spirit that takes an animal form you
choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
"""You gain the service of a familiar, a spirit that takes an animal form you
choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
unoccupied space within range, the familiar has the statistics of the chosen
unoccupied space within range, the familiar has the statistics of the chosen
form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands.
In combat, it rolls its own initiative and acts on its own turn. A familiar
can't attack, but it can take other actions as normal.
Your familiar acts independently of you, but it always obeys your commands.
In combat, it rolls its own initiative and acts on its own turn. A familiar
can't attack, but it can take other actions as normal.
When the familiar drops
to 0 hit points, it disappears, leaving behind no physical form. It reappears
after you cast this spell again.
While your familiar is within 100 feet of
to 0 hit points, it disappears, leaving behind no physical form. It reappears
after you cast this spell again.
While your familiar is within 100 feet of
you, you can communicate with it telepathically. Additionally, as an action, you
can see through your familiar's eyes and hear what it hears until the start of
your next turn, gaining the benefits of any special senses that the familiar
has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can't have more
than one familiar at a time. If you cast this spell while you already have a
can see through your familiar's eyes and hear what it hears until the start of
your next turn, gaining the benefits of any special senses that the familiar
has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can't have more
than one familiar at a time. If you cast this spell while you already have a
familiar, you instead cause it to adopt a new form. Choose one of the forms from
the above list. Your familiar transforms into the chosen creature.
Finally,
the above list. Your familiar transforms into the chosen creature.
Finally,
when you cast a spell with a range of touch, your familiar can deliver the spell
as if it had cast the spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you cast it. If the spell
as if it had cast the spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you cast it. If the spell
requires an attack roll, you use your attack modifier for the roll.
"""
name = "Find Familiar"
@@ -243,22 +243,22 @@ class FindFamiliar(Spell):
class FindGreaterSteed(Spell):
"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
in an unoccupied space within range, the spirit takes on a form you choose: a
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
tiger. The creature has the statistics provided in the Monster Manual for the
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
of its normal creature type. Additionally, if it has an Intelligence score of 5
"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
in an unoccupied space within range, the spirit takes on a form you choose: a
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
tiger. The creature has the statistics provided in the Monster Manual for the
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
of its normal creature type. Additionally, if it has an Intelligence score of 5
or lower, its Intelligence becomes 6, and it gains the ability to understand one
language of your choice that you speak. You control the mount in combat. While
the mount is within 1 mile of you, you can communicate with it te1epathically.
While mounted on it, you can make any spell you cast that targets only you also
language of your choice that you speak. You control the mount in combat. While
the mount is within 1 mile of you, you can communicate with it te1epathically.
While mounted on it, you can make any spell you cast that targets only you also
target the mount. The mount disappears temporarily when it drops to 0 hit points
or when you dismiss it as an action. Casting this spell again re-summons the
bonded mount, with all its hit points restored and any conditions removed. You
can't have more than one mount bonded by this spell or find steed at the same
time. As an action, you can release a mount from its bond, causing it to
disappear permanently. Whenever the mount disappears, it leaves behind any
or when you dismiss it as an action. Casting this spell again re-summons the
bonded mount, with all its hit points restored and any conditions removed. You
can't have more than one mount bonded by this spell or find steed at the same
time. As an action, you can release a mount from its bond, causing it to
disappear permanently. Whenever the mount disappears, it leaves behind any
objects it was wearing or carrying.
"""
name = "Find Greater Steed"
@@ -274,28 +274,28 @@ class FindGreaterSteed(Spell):
class FindSteed(Spell):
"""You summon a spirit that assumes the form of an unusually intelligent, strong,
and loyal steed, creating a long-lasting bond with it. Appearing in an
unoccupied space within range, the steed takes on a form that you choose, such
"""You summon a spirit that assumes the form of an unusually intelligent, strong,
and loyal steed, creating a long-lasting bond with it. Appearing in an
unoccupied space within range, the steed takes on a form that you choose, such
as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other
animals to be summoned as steeds.) The steed has the statistics of the chosen
form, though it is a celestial, fey, or fiend (your choice) instead of its
normal type. Additionally, if your steed has an Intelligence of 5 or less, its
Intelligence becomes 6, and it gains the ability to understand one language of
animals to be summoned as steeds.) The steed has the statistics of the chosen
form, though it is a celestial, fey, or fiend (your choice) instead of its
normal type. Additionally, if your steed has an Intelligence of 5 or less, its
Intelligence becomes 6, and it gains the ability to understand one language of
your choice that you speak.
Your steed serves you as a mount, both in combat
and out, and you have an instinctive bond with it that allows you to fight as a
Your steed serves you as a mount, both in combat
and out, and you have an instinctive bond with it that allows you to fight as a
seamless unit. While mounted on your steed, you can make any spell you cast that
targets only you also target your steed.
When the steed drops to 0 hit points,
it disappears, leaving behind no physical form. You can also dismiss your steed
at any time as an action, causing it to disappear. In either case, casting this
spell again summons the same steed, restored to its hit point maximum.
While
your steed is within 1 mile of you, you can communicate with it telepathically.
While
your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action,
you can release the steed from its bond at any time, causing it to disappear.
"""
@@ -312,16 +312,16 @@ class FindSteed(Spell):
class FindThePath(Spell):
"""This spell allows you to find the shortest, most direct physical route to a
specific fixed location that you are familiar with on the same plane of
"""This spell allows you to find the shortest, most direct physical route to a
specific fixed location that you are familiar with on the same plane of
existence. If you name a destination on another plan of existence, a destination
that moves (such as a mobile fortress), or a destination that isn't specific
that moves (such as a mobile fortress), or a destination that isn't specific
(such as "a green dragon's lair"), the spell fails.
For the duration, as long
as you are on the same plane of existence as the destination, you know how far
For the duration, as long
as you are on the same plane of existence as the destination, you know how far
it is and in what direction it lies. While you are traveling there, whenever you
are presented with a choice of paths along the way, you atomatically determine
are presented with a choice of paths along the way, you atomatically determine
which path is the shortest and most direct route (but not necessarily the safest
route) to the destination."
"""
@@ -339,16 +339,16 @@ class FindThePath(Spell):
class FindTraps(Spell):
"""You sense the presence of any trap within range that is within line of sight.
A
trap, for the purpose of this spell, includes anything that would inflict a
sudden or unexpected effect you consider harmful or undesirable, which was
specifically intended as such by its creator. Thus, the spell would sense an
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
A
trap, for the purpose of this spell, includes anything that would inflict a
sudden or unexpected effect you consider harmful or undesirable, which was
specifically intended as such by its creator. Thus, the spell would sense an
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
but it would not reveal a natural weakness in the floor, an unstable ceiling, or
a hidden sinkhole.
This spell merely reveals that a trap is present. You don't
learn the location of each trap, but you do learn the general nature of the
learn the location of each trap, but you do learn the general nature of the
danger posed by a trap you sense.
"""
name = "Find Traps"
@@ -364,14 +364,14 @@ class FindTraps(Spell):
class FingerOfDeath(Spell):
"""You send negative energy coursing through a creature that you can see within
"""You send negative energy coursing through a creature that you can see within
range, causing it searing pain.
The target must make a Constitution saving
throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
The target must make a Constitution saving
throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
damage on a successful one.
A humanoid killed by this spell rises at the start
of your next turn as a zombie that is permanently under your command, following
A humanoid killed by this spell rises at the start
of your next turn as a zombie that is permanently under your command, following
your verbal orders to the best of its ability.
"""
name = "Finger Of Death"
@@ -387,11 +387,11 @@ class FingerOfDeath(Spell):
class FireBolt(Spell):
"""You hurl a mote of fire at a creature or object within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 fire damage. A
"""You hurl a mote of fire at a creature or object within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being worn or carried.
At Higher Levels: This spell's damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
"""
@@ -408,17 +408,17 @@ class FireBolt(Spell):
class FireShield(Spell):
"""Thin and wispy flames wreathe your body for the duration, shedding bright light
in a 10-foot radius and dim light for an additional 10 feet, You can end the
"""Thin and wispy flames wreathe your body for the duration, shedding bright light
in a 10-foot radius and dim light for an additional 10 feet, You can end the
spell early by using an action to dismiss it.
The flames provide you with a
warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire
The flames provide you with a
warm shield or a chill shield, as you choose. The warm shield grants you
resistance to cold damage, and the chill shield grants you resistance to fire
damage.
In addition, whenever a creature within 5 feet of you hits you with a
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage
In addition, whenever a creature within 5 feet of you hits you with a
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage
from a warm shield, or 2d8 cold damage from a cold shield.
"""
name = "Fire Shield"
@@ -434,15 +434,15 @@ class FireShield(Spell):
class FireStorm(Spell):
"""A storm made up of sheets of roaring flame appears in a location you choose
within range.
The area of the storm consists of up to ten 10-foot cubes, which
you can arrange as you wish. Each cube must have at least one face adjacent to
the face of another cube. Each creature in the area must make Dexterity saving
throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
"""A storm made up of sheets of roaring flame appears in a location you choose
within range.
The area of the storm consists of up to ten 10-foot cubes, which
you can arrange as you wish. Each cube must have at least one face adjacent to
the face of another cube. Each creature in the area must make Dexterity saving
throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
successful one.
The fire damages objects in the area and ignites flammable
The fire damages objects in the area and ignites flammable
objects that aren't being worn or carried. If you choose, plant life in the area
is unaffected by this spell.
"""
@@ -459,16 +459,16 @@ class FireStorm(Spell):
class Fireball(Spell):
"""A bright streak flashes from your pointing finger to a point you choose within
"""A bright streak flashes from your pointing finger to a point you choose within
range then blossoms with a low roar into an explosion of flame.
Each creature in
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
damage on a failed save, or half as much damage on a successful one. The fire
spreads around corners. It ignites flammable objects in the area that aren't
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
damage on a failed save, or half as much damage on a successful one. The fire
spreads around corners. It ignites flammable objects in the area that aren't
being worn or carried.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for each slot level
slot of 4th level or higher, the damage increases by 1d6 for each slot level
above 3rd.
"""
name = "Fireball"
@@ -484,15 +484,15 @@ class Fireball(Spell):
class FlameArrows(Spell):
"""You touch a quiver containing arrows or bolts. When a target is hit by a ranged
weapon attack using a piece of ammunition drawn from the quiver, the target
takes an extra 1d6 fire damage. The spell's magic ends on the piece of
ammunition when it hits or misses, and the spell ends when twelve pieces of
"""You touch a quiver containing arrows or bolts. When a target is hit by a ranged
weapon attack using a piece of ammunition drawn from the quiver, the target
takes an extra 1d6 fire damage. The spell's magic ends on the piece of
ammunition when it hits or misses, and the spell ends when twelve pieces of
ammunition have been drawn from the quiver.
At Higher Levels: When you cast
this spell using a spell slot of 4th level or higher, the number of pieces of
ammunition you can affect with this spell increases by two for each slot level
At Higher Levels: When you cast
this spell using a spell slot of 4th level or higher, the number of pieces of
ammunition you can affect with this spell increases by two for each slot level
above 3rd.
"""
name = "Flame Arrows"
@@ -508,19 +508,19 @@ class FlameArrows(Spell):
class FlameBlade(Spell):
"""You evoke a fiery blade in your free hand.
The blade is similar in size and
shape to a scimitar, and it lasts for the duration. If you let go of the blade,
"""You evoke a fiery blade in your free hand.
The blade is similar in size and
shape to a scimitar, and it lasts for the duration. If you let go of the blade,
it disappears, but you can evoke the blade again as a bonus action.
You can use
your action to make a melee spell attack with the fiery blade. On a hit, the
target takes 3d6 fire damage.
your action to make a melee spell attack with the fiery blade. On a hit, the
target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
At Higher Levels: When you
cast this spell using a spell slot of 4th level or higher, the damage increases
At Higher Levels: When you
cast this spell using a spell slot of 4th level or higher, the damage increases
by 1d6 for every two slot levels above 2nd.
"""
name = "Flame Blade"
@@ -536,14 +536,14 @@ class FlameBlade(Spell):
class FlameStrike(Spell):
"""A vertical column of divine fire roars down from the heavens in a location you
specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
"""A vertical column of divine fire roars down from the heavens in a location you
specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 radiant damage on a failed save, or half as much damage on a
damage and 4d6 radiant damage on a failed save, or half as much damage on a
successful one.
At Higher Levels: When you cast this spell using a spell slot
of 6th level or higher, the fire damage or the radiant damage (your choice)
At Higher Levels: When you cast this spell using a spell slot
of 6th level or higher, the fire damage or the radiant damage (your choice)
increases by 1d6 for each slot level above 5th.
"""
name = "Flame Strike"
@@ -559,24 +559,24 @@ class FlameStrike(Spell):
class FlamingSphere(Spell):
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
within range and lasts for the duration.
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
within range and lasts for the duration.
Any creature that ends its turn within
5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
fire damage on a failed save, or half as much damage on a successful one.
As a
bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
a creature, that creature must make the saving throw against the sphere's
a creature, that creature must make the saving throw against the sphere's
damage, and the sphere stops moving this turn.
When you move the sphere, you
can direct it over barriers up to 5 feet tall and jump it across pits up to 10
feet wide. The sphere ignites flammable objects not being worn or carried, and
it sheds bright light in a 20-foot radius and dim light for an additional 20
When you move the sphere, you
can direct it over barriers up to 5 feet tall and jump it across pits up to 10
feet wide. The sphere ignites flammable objects not being worn or carried, and
it sheds bright light in a 20-foot radius and dim light for an additional 20
feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd
At Higher Levels: When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level above 2nd.
"""
name = "Flaming Sphere"
@@ -593,22 +593,22 @@ class FlamingSphere(Spell):
class FleshToStone(Spell):
"""You attempt to turn one creature that you can see within range into stone.
If
the targets body is made of flesh, the creature must make a Constitution saving
throw. On a failed save, it is restrained as its flesh begins to harden. On a
If
the targets body is made of flesh, the creature must make a Constitution saving
throw. On a failed save, it is restrained as its flesh begins to harden. On a
successful save, the creature isn't affected.
A creature restrained by this
spell must make another Consititution saving throw at the end of each of its
turns. If it successfully saves against this spell three times, the spell ends.
If it fails saves three times, it is turned to stone and subjected to the
petrified condition for the duration. The successes and failures don't need to
A creature restrained by this
spell must make another Consititution saving throw at the end of each of its
turns. If it successfully saves against this spell three times, the spell ends.
If it fails saves three times, it is turned to stone and subjected to the
petrified condition for the duration. The successes and failures don't need to
be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar
deformities if it reverts to its original state. If you maintain your
concentration on this spell for the entire possible duration, the creature is
If the creature is physically broken while petrified, it suffers from similar
deformities if it reverts to its original state. If you maintain your
concentration on this spell for the entire possible duration, the creature is
turned to stone until the effect is removed.
"""
name = "Flesh To Stone"
@@ -627,9 +627,9 @@ class Fly(Spell):
"""You touch a willing creature. The target gains a flying speed of 60 feet for the
duration. When the spell ends, the target falls if it is still aloft, unless it
can stop the fall.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, you can target one additional creature for each
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, you can target one additional creature for each
slot level above 3rd.
"""
name = "Fly"
@@ -645,12 +645,12 @@ class Fly(Spell):
class FogCloud(Spell):
"""You create a 20-foot-radius sphere of fog centered on a point within range. The
sphere spreads around corners, and its area is heavily obscured, It lasts for
"""You create a 20-foot-radius sphere of fog centered on a point within range. The
sphere spreads around corners, and its area is heavily obscured, It lasts for
the duration or until a wind of moderate or greater speed (at least 10 miles per
hour) disperses it.
At Higher Levels: When you cast this spell using a spell
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the radius of the fog increases by 20 feet for each
slot level above 1st.
"""
@@ -667,27 +667,27 @@ class FogCloud(Spell):
class Forbiddance(Spell):
"""You create a ward against magical travel that protects up to 40,000 square feet
of floor space to a height of 30 feet above the floor. For the duration,
creatures can't teleport into the area or use portals, such as those created by
the gate spell, to enter the area. The spell proofs the area against planar
travel, and therefore prevents creatures from accessing the area by way of the
"""You create a ward against magical travel that protects up to 40,000 square feet
of floor space to a height of 30 feet above the floor. For the duration,
creatures can't teleport into the area or use portals, such as those created by
the gate spell, to enter the area. The spell proofs the area against planar
travel, and therefore prevents creatures from accessing the area by way of the
Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In
addition, the spell damages types of creatures that you choose when you cast
it. Choose one or more of the following: celestials, elementals, fey, fiends,
addition, the spell damages types of creatures that you choose when you cast
it. Choose one or more of the following: celestials, elementals, fey, fiends,
and undead. When a chosen creature enters the spell's area for the first time on
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
damage (your choice when you cast this spell).
When you cast this spell, you
can designate a password. A creature that speaks the password as it enters the
When you cast this spell, you
can designate a password. A creature that speaks the password as it enters the
area takes no damage from the spell.
This spell's area can't overlap with the
This spell's area can't overlap with the
area of another forbiddance spell. If you cast forbiddance every day for 30 days
in the same location, the spell lasts until it is dispelled, and the material
in the same location, the spell lasts until it is dispelled, and the material
components are consumed on the last casting.
"""
name = "Forbiddance"
@@ -703,29 +703,29 @@ class Forbiddance(Spell):
class Forcecage(Spell):
"""An immobile, invisible, cube-shaped prison composed of magical force springs
into existence around an area you choose within range. The prison can be a cage
"""An immobile, invisible, cube-shaped prison composed of magical force springs
into existence around an area you choose within range. The prison can be a cage
or a solid box as you choose.
A prison in the shape of a cage can be up to 20
A prison in the shape of a cage can be up to 20
feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A
prison in the shape of a box can be up to 10 feet on a side, creating a solid
prison in the shape of a box can be up to 10 feet on a side, creating a solid
barrier that prevents any matter from passing through it and blocking any spells
cast into or out of the area.
When you cast the spell, any creature that is
completely inside the cage's area is trapped. Creatures only partially within
the area, or those too large to fit inside the area, are pushed away from the
When you cast the spell, any creature that is
completely inside the cage's area is trapped. Creatures only partially within
the area, or those too large to fit inside the area, are pushed away from the
center of the area until they are completely outside the area.
A creature
A creature
inside the cage can't leave it by nonmagical means. If the creature tries to use
teleportation or interplanar travel to leave the cage, it must first make a
teleportation or interplanar travel to leave the cage, it must first make a
Charisma saving throw. On a success, the creature can use that magic to exit the
cage. On a failure, the creature can't exit the cage and wastes the use of the
spell or effect. The cage also extends into the Ethereal Plane, blocking
cage. On a failure, the creature can't exit the cage and wastes the use of the
spell or effect. The cage also extends into the Ethereal Plane, blocking
ethereal travel.
This spell can't be dispelled by dispel magic.
"""
@@ -742,12 +742,12 @@ class Forcecage(Spell):
class Foresight(Spell):
"""You touch a willing creature and bestow a limited ability to see into the
immediate future. For the duration, the target can't be surprised and has
advantage on attack rolls, ability checks, and saving throws. Additionally,
other creatures have disadvantage on attack rolls against the target for the
"""You touch a willing creature and bestow a limited ability to see into the
immediate future. For the duration, the target can't be surprised and has
advantage on attack rolls, ability checks, and saving throws. Additionally,
other creatures have disadvantage on attack rolls against the target for the
duration.
This spell immediately ends if you cast it again before its duration
This spell immediately ends if you cast it again before its duration
ends.
"""
name = "Foresight"
@@ -763,14 +763,14 @@ class Foresight(Spell):
class FreedomOfMovement(Spell):
"""You touch a willing creature. For the duration, the target's movement is
unaffected by difficult terrain, and spells and other magical effects can
neither reduce the target's speed nor cause the target to be paralyzed or
"""You touch a willing creature. For the duration, the target's movement is
unaffected by difficult terrain, and spells and other magical effects can
neither reduce the target's speed nor cause the target to be paralyzed or
restrained.
The target can also spend 5 feet of movement to automatically
escape from nonmagical restraints, such as manacles or a creature that has it
grappled. Finally, being underwater imposes no penalties on the target's
The target can also spend 5 feet of movement to automatically
escape from nonmagical restraints, such as manacles or a creature that has it
grappled. Finally, being underwater imposes no penalties on the target's
movement or attacks.
"""
name = "Freedom Of Movement"
@@ -786,11 +786,11 @@ class FreedomOfMovement(Spell):
class Friends(Spell):
"""For the duration, you have advantage on all Charisma checks directed at one
creature of your choice that isn't hostile toward you. When the spell ends, the
creature realizes that you used magic to influence its mood and becomes hostile
toward you. A creature prone to violence might attack you. Another creature
might seek retribution in other ways (at the DM's discretion), depending on the
"""For the duration, you have advantage on all Charisma checks directed at one
creature of your choice that isn't hostile toward you. When the spell ends, the
creature realizes that you used magic to influence its mood and becomes hostile
toward you. A creature prone to violence might attack you. Another creature
might seek retribution in other ways (at the DM's discretion), depending on the
nature of your interaction with it.
"""
name = "Friends"
@@ -806,8 +806,8 @@ class Friends(Spell):
class Frostbite(Spell):
"""You cause numbing frost to form on one creature that you can see within range.
The target must make a Constitution saving throw. On a failed save, the target
"""You cause numbing frost to form on one creature that you can see within range.
The target must make a Constitution saving throw. On a failed save, the target
takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it
makes before the end of its next turn.
The spell's damage increases by 1d6 when