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Replace all relative imports with absolute ones
This commit is contained in:
+273
-273
@@ -1,24 +1,24 @@
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from .spells import Spell
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from dungeonsheets.spells.spells import Spell
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class Fabricate(Spell):
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"""You convert raw materials into products of the same material.
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For example, you
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can fabricate a wooden bridge from a clump of trees, a rope from a patch of
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hemp, and clothes from flax or wool.
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Choose raw materials that you can see
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within range. You can fabricate a Large or smaller object (contained within a
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10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
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raw material. If you are working with metal, stone, or another mineral
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substance, however, the fabricated object can be no larger than Medium
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(contained within a single 5-foot cube). The quality of objects made by the
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spell is commensurate with the quality of the raw materials.
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Creatures or
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magic items can't be created or transmuted by this spell. You also can't use it
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to create items that ordinarily require a high degree of craftsmanship, such as
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jewelry, weapons, glass, or armor, unless you have proficiency with the type of
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"""You convert raw materials into products of the same material.
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For example, you
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can fabricate a wooden bridge from a clump of trees, a rope from a patch of
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hemp, and clothes from flax or wool.
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Choose raw materials that you can see
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within range. You can fabricate a Large or smaller object (contained within a
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10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
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raw material. If you are working with metal, stone, or another mineral
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substance, however, the fabricated object can be no larger than Medium
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(contained within a single 5-foot cube). The quality of objects made by the
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spell is commensurate with the quality of the raw materials.
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Creatures or
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magic items can't be created or transmuted by this spell. You also can't use it
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to create items that ordinarily require a high degree of craftsmanship, such as
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jewelry, weapons, glass, or armor, unless you have proficiency with the type of
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artisan's tools used to craft such objects.
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"""
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name = "Fabricate"
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@@ -35,13 +35,13 @@ class Fabricate(Spell):
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class FaerieFire(Spell):
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"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
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light (your choice).
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Any creature in the area when the spell is cast is also
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outlined in light if it fails a Dexterity saving throw. For the duration,
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objects and affected creatures shed dim light in a 10-foot radius.
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Any attack
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roll against an affected creature or object has advantage if the attacker can
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light (your choice).
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Any creature in the area when the spell is cast is also
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outlined in light if it fails a Dexterity saving throw. For the duration,
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objects and affected creatures shed dim light in a 10-foot radius.
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Any attack
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roll against an affected creature or object has advantage if the attacker can
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see it, and the affected creature or object can't benefit from being invisible.
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"""
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name = "Faerie Fire"
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@@ -57,10 +57,10 @@ class FaerieFire(Spell):
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class FalseLife(Spell):
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"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
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"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
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temporary hit points for the duration.
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At Higher Levels: When you cast this
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At Higher Levels: When you cast this
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spell using a spell slot of 2nd level or higher, you gain 5 additional temporary
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hit points for each slot level above 1st.
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"""
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@@ -77,8 +77,8 @@ class FalseLife(Spell):
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class FarStep(Spell):
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"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
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turns before the spell ends, you can use a bonus action to teleport in this way
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"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
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turns before the spell ends, you can use a bonus action to teleport in this way
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again.
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"""
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name = "Far Step"
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@@ -94,15 +94,15 @@ class FarStep(Spell):
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class Fear(Spell):
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"""You project a phantasmal image of a creature's worst fears. Each creature in a
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30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
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holding and become frightened for the duration.
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While frightened by this
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"""You project a phantasmal image of a creature's worst fears. Each creature in a
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30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
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holding and become frightened for the duration.
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While frightened by this
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spell, a creature must take the Dash action and move away from you by the safest
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available route on each of its turns, unless there is nowhere to move. If the
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available route on each of its turns, unless there is nowhere to move. If the
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creature ends its turn in a location where it doesn't have line of sight to you,
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the creature can make a Wisdom saving throw. On a successful save, the spell
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the creature can make a Wisdom saving throw. On a successful save, the spell
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ends for that creature.
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"""
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name = "Fear"
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@@ -118,12 +118,12 @@ class Fear(Spell):
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class FeatherFall(Spell):
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"""Reaction: When you or a creature within 60 feet of you falls
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"""Reaction: When you or a creature within 60 feet of you falls
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Choose up to five
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falling creatures within range. A falling creature's rate of descent slows to
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60 feet per round until the spell ends. If the creature lands before the spell
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ends, it takes no falling damage and can land on its feet, and the spell ends
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falling creatures within range. A falling creature's rate of descent slows to
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60 feet per round until the spell ends. If the creature lands before the spell
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ends, it takes no falling damage and can land on its feet, and the spell ends
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for that creature.
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"""
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name = "Feather Fall"
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@@ -139,19 +139,19 @@ class FeatherFall(Spell):
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class Feeblemind(Spell):
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"""You blast the mind of a creature that you can see within range, attempting to
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shatter its intellect and personality. The target takes 4d6 psychic damage and
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must make an Intelligence saving throw.
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On a failed save, the creature's
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Intelligence and Charisma scores become 1. The creature can't cast spells,
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activate magic items, understand language, or communicate in any intelligible
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way. The creature can, however, identify its friends, follow them, and even
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protect them.
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At the end of every 30 days, the creature can repeat its saving
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throw against this spell. If it succeeds on its saving throw, the spell ends.
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"""You blast the mind of a creature that you can see within range, attempting to
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shatter its intellect and personality. The target takes 4d6 psychic damage and
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must make an Intelligence saving throw.
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On a failed save, the creature's
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Intelligence and Charisma scores become 1. The creature can't cast spells,
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activate magic items, understand language, or communicate in any intelligible
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way. The creature can, however, identify its friends, follow them, and even
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protect them.
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At the end of every 30 days, the creature can repeat its saving
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throw against this spell. If it succeeds on its saving throw, the spell ends.
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The spell can also be ended by greater restoration, heal or wish.
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"""
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name = "Feeblemind"
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@@ -167,16 +167,16 @@ class Feeblemind(Spell):
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class FeignDeath(Spell):
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"""You touch a willing creature and put it into a cataleptic state that is
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indistinguishable from death.
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For the spell's duration, or until you use an
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"""You touch a willing creature and put it into a cataleptic state that is
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indistinguishable from death.
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For the spell's duration, or until you use an
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action to touch the target and dismiss the spell, the target appears dead to all
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outward inspection and to spells used to determine the target's status. The
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target is blinded and incapacitated, and its speed drops to 0.
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The target has
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resistance to all damage except psychic damage. If the target is diseased or
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poisoned when you cast the spell, or becomes diseased or poisoned while under
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outward inspection and to spells used to determine the target's status. The
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target is blinded and incapacitated, and its speed drops to 0.
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The target has
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resistance to all damage except psychic damage. If the target is diseased or
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poisoned when you cast the spell, or becomes diseased or poisoned while under
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the spell's effect, the disease and poison have no effect until the spell ends.
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"""
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name = "Feign Death"
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@@ -192,42 +192,42 @@ class FeignDeath(Spell):
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class FindFamiliar(Spell):
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"""You gain the service of a familiar, a spirit that takes an animal form you
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choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
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"""You gain the service of a familiar, a spirit that takes an animal form you
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choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
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snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
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unoccupied space within range, the familiar has the statistics of the chosen
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unoccupied space within range, the familiar has the statistics of the chosen
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form, though it is a celestial, fey or fiend (your choice) instead of a beast.
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Your familiar acts independently of you, but it always obeys your commands.
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In combat, it rolls its own initiative and acts on its own turn. A familiar
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can't attack, but it can take other actions as normal.
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Your familiar acts independently of you, but it always obeys your commands.
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In combat, it rolls its own initiative and acts on its own turn. A familiar
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can't attack, but it can take other actions as normal.
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When the familiar drops
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to 0 hit points, it disappears, leaving behind no physical form. It reappears
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after you cast this spell again.
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While your familiar is within 100 feet of
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to 0 hit points, it disappears, leaving behind no physical form. It reappears
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after you cast this spell again.
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While your familiar is within 100 feet of
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you, you can communicate with it telepathically. Additionally, as an action, you
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can see through your familiar's eyes and hear what it hears until the start of
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your next turn, gaining the benefits of any special senses that the familiar
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has. During this time, you are deaf and blind with regard to your own senses.
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As an action, you can temporarily dismiss your familiar. It disappears into a
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pocket dimension where it awaits you summons. Alternatively, you can dismiss it
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forever. As an action while it is temporarily dismissed, you can cause it to
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reappear in any unoccupied space within 30 feet of you.
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You can't have more
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than one familiar at a time. If you cast this spell while you already have a
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can see through your familiar's eyes and hear what it hears until the start of
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your next turn, gaining the benefits of any special senses that the familiar
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has. During this time, you are deaf and blind with regard to your own senses.
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As an action, you can temporarily dismiss your familiar. It disappears into a
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pocket dimension where it awaits you summons. Alternatively, you can dismiss it
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forever. As an action while it is temporarily dismissed, you can cause it to
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reappear in any unoccupied space within 30 feet of you.
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You can't have more
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than one familiar at a time. If you cast this spell while you already have a
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familiar, you instead cause it to adopt a new form. Choose one of the forms from
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the above list. Your familiar transforms into the chosen creature.
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Finally,
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the above list. Your familiar transforms into the chosen creature.
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Finally,
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when you cast a spell with a range of touch, your familiar can deliver the spell
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as if it had cast the spell. Your familiar must be within 100 feet of you, and
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it must use its reaction to deliver the spell when you cast it. If the spell
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as if it had cast the spell. Your familiar must be within 100 feet of you, and
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it must use its reaction to deliver the spell when you cast it. If the spell
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requires an attack roll, you use your attack modifier for the roll.
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"""
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name = "Find Familiar"
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@@ -243,22 +243,22 @@ class FindFamiliar(Spell):
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class FindGreaterSteed(Spell):
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"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
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in an unoccupied space within range, the spirit takes on a form you choose: a
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griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
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tiger. The creature has the statistics provided in the Monster Manual for the
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chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
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of its normal creature type. Additionally, if it has an Intelligence score of 5
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"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
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in an unoccupied space within range, the spirit takes on a form you choose: a
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griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed
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tiger. The creature has the statistics provided in the Monster Manual for the
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chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
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of its normal creature type. Additionally, if it has an Intelligence score of 5
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or lower, its Intelligence becomes 6, and it gains the ability to understand one
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language of your choice that you speak. You control the mount in combat. While
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the mount is within 1 mile of you, you can communicate with it te1epathically.
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While mounted on it, you can make any spell you cast that targets only you also
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language of your choice that you speak. You control the mount in combat. While
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the mount is within 1 mile of you, you can communicate with it te1epathically.
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While mounted on it, you can make any spell you cast that targets only you also
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target the mount. The mount disappears temporarily when it drops to 0 hit points
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or when you dismiss it as an action. Casting this spell again re-summons the
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bonded mount, with all its hit points restored and any conditions removed. You
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can't have more than one mount bonded by this spell or find steed at the same
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time. As an action, you can release a mount from its bond, causing it to
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disappear permanently. Whenever the mount disappears, it leaves behind any
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or when you dismiss it as an action. Casting this spell again re-summons the
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bonded mount, with all its hit points restored and any conditions removed. You
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can't have more than one mount bonded by this spell or find steed at the same
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time. As an action, you can release a mount from its bond, causing it to
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disappear permanently. Whenever the mount disappears, it leaves behind any
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objects it was wearing or carrying.
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"""
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name = "Find Greater Steed"
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@@ -274,28 +274,28 @@ class FindGreaterSteed(Spell):
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class FindSteed(Spell):
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"""You summon a spirit that assumes the form of an unusually intelligent, strong,
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and loyal steed, creating a long-lasting bond with it. Appearing in an
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unoccupied space within range, the steed takes on a form that you choose, such
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"""You summon a spirit that assumes the form of an unusually intelligent, strong,
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and loyal steed, creating a long-lasting bond with it. Appearing in an
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unoccupied space within range, the steed takes on a form that you choose, such
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as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other
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animals to be summoned as steeds.) The steed has the statistics of the chosen
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form, though it is a celestial, fey, or fiend (your choice) instead of its
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normal type. Additionally, if your steed has an Intelligence of 5 or less, its
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Intelligence becomes 6, and it gains the ability to understand one language of
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animals to be summoned as steeds.) The steed has the statistics of the chosen
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form, though it is a celestial, fey, or fiend (your choice) instead of its
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normal type. Additionally, if your steed has an Intelligence of 5 or less, its
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Intelligence becomes 6, and it gains the ability to understand one language of
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your choice that you speak.
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Your steed serves you as a mount, both in combat
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and out, and you have an instinctive bond with it that allows you to fight as a
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Your steed serves you as a mount, both in combat
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and out, and you have an instinctive bond with it that allows you to fight as a
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seamless unit. While mounted on your steed, you can make any spell you cast that
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targets only you also target your steed.
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When the steed drops to 0 hit points,
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it disappears, leaving behind no physical form. You can also dismiss your steed
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at any time as an action, causing it to disappear. In either case, casting this
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spell again summons the same steed, restored to its hit point maximum.
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While
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your steed is within 1 mile of you, you can communicate with it telepathically.
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While
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your steed is within 1 mile of you, you can communicate with it telepathically.
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You can't have more than one steed bonded by this spell at a time. As an action,
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you can release the steed from its bond at any time, causing it to disappear.
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"""
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@@ -312,16 +312,16 @@ class FindSteed(Spell):
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class FindThePath(Spell):
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"""This spell allows you to find the shortest, most direct physical route to a
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specific fixed location that you are familiar with on the same plane of
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"""This spell allows you to find the shortest, most direct physical route to a
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specific fixed location that you are familiar with on the same plane of
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existence. If you name a destination on another plan of existence, a destination
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that moves (such as a mobile fortress), or a destination that isn't specific
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that moves (such as a mobile fortress), or a destination that isn't specific
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(such as "a green dragon's lair"), the spell fails.
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For the duration, as long
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as you are on the same plane of existence as the destination, you know how far
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For the duration, as long
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as you are on the same plane of existence as the destination, you know how far
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it is and in what direction it lies. While you are traveling there, whenever you
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are presented with a choice of paths along the way, you atomatically determine
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are presented with a choice of paths along the way, you atomatically determine
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which path is the shortest and most direct route (but not necessarily the safest
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route) to the destination."
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"""
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@@ -339,16 +339,16 @@ class FindThePath(Spell):
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class FindTraps(Spell):
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"""You sense the presence of any trap within range that is within line of sight.
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A
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trap, for the purpose of this spell, includes anything that would inflict a
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sudden or unexpected effect you consider harmful or undesirable, which was
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specifically intended as such by its creator. Thus, the spell would sense an
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area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
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A
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trap, for the purpose of this spell, includes anything that would inflict a
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sudden or unexpected effect you consider harmful or undesirable, which was
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specifically intended as such by its creator. Thus, the spell would sense an
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area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
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but it would not reveal a natural weakness in the floor, an unstable ceiling, or
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a hidden sinkhole.
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This spell merely reveals that a trap is present. You don't
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learn the location of each trap, but you do learn the general nature of the
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learn the location of each trap, but you do learn the general nature of the
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danger posed by a trap you sense.
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"""
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name = "Find Traps"
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@@ -364,14 +364,14 @@ class FindTraps(Spell):
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class FingerOfDeath(Spell):
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"""You send negative energy coursing through a creature that you can see within
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"""You send negative energy coursing through a creature that you can see within
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range, causing it searing pain.
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The target must make a Constitution saving
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throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
|
||||
The target must make a Constitution saving
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throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
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damage on a successful one.
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A humanoid killed by this spell rises at the start
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of your next turn as a zombie that is permanently under your command, following
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A humanoid killed by this spell rises at the start
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of your next turn as a zombie that is permanently under your command, following
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your verbal orders to the best of its ability.
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"""
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name = "Finger Of Death"
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@@ -387,11 +387,11 @@ class FingerOfDeath(Spell):
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|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user