mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-06-06 21:01:26 +02:00
Replace all relative imports with absolute ones
This commit is contained in:
+176
-176
@@ -1,15 +1,15 @@
|
||||
from .spells import Spell
|
||||
from dungeonsheets.spells.spells import Spell
|
||||
|
||||
|
||||
class IceKnife(Spell):
|
||||
"""(a drop of water or piece of ice)
|
||||
You create a shard of ice and fling it at one
|
||||
creature within range. Make a ranged spell attack against the target. On a hit,
|
||||
You create a shard of ice and fling it at one
|
||||
creature within range. Make a ranged spell attack against the target. On a hit,
|
||||
the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The
|
||||
target and each creature within 5 feet of the point where the ice exploded must
|
||||
succeed on a Dexterity saving throw or take 2d6 cold damage.
|
||||
At Higher Levels.
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the cold
|
||||
At Higher Levels.
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the cold
|
||||
damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Ice Knife"
|
||||
@@ -25,18 +25,18 @@ class IceKnife(Spell):
|
||||
|
||||
|
||||
class IceStorm(Spell):
|
||||
"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
|
||||
cylinder centered on a point within range.
|
||||
Each creature in the cylinder must
|
||||
make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
|
||||
"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
|
||||
cylinder centered on a point within range.
|
||||
Each creature in the cylinder must
|
||||
make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
|
||||
cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
|
||||
Hailstones turn the storm's area of effect into difficult terrain until the end
|
||||
|
||||
|
||||
Hailstones turn the storm's area of effect into difficult terrain until the end
|
||||
of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
|
||||
slot level above 4th.
|
||||
"""
|
||||
name = "Ice Storm"
|
||||
@@ -52,14 +52,14 @@ class IceStorm(Spell):
|
||||
|
||||
|
||||
class Identify(Spell):
|
||||
"""You choose one object that you must touch throughout the casting of the spell.
|
||||
If it is a magic item or some other magic-imbued object, you learn its
|
||||
properties and how to use them, whether it requires attunement to use, and how
|
||||
"""You choose one object that you must touch throughout the casting of the spell.
|
||||
If it is a magic item or some other magic-imbued object, you learn its
|
||||
properties and how to use them, whether it requires attunement to use, and how
|
||||
many charges it has, if any. You learn whether any spells are affecting the item
|
||||
and what they are. If the item was created by a spell, you learn which spell
|
||||
and what they are. If the item was created by a spell, you learn which spell
|
||||
created it.
|
||||
|
||||
If you instead touch a creature throughout the casting, you learn
|
||||
|
||||
If you instead touch a creature throughout the casting, you learn
|
||||
what spells, if any, are currently affecting it.
|
||||
"""
|
||||
name = "Identify"
|
||||
@@ -92,29 +92,29 @@ class IdInsinuation(Spell):
|
||||
|
||||
|
||||
class IllusoryDragon(Spell):
|
||||
"""By gathering threads of shadow material from the Shadowfell, you create a Huge
|
||||
shadowy dragon in an unoccupied space that you can see within range. The
|
||||
illusion lasts for the spell's duration and occupies its space, as if it were a
|
||||
"""By gathering threads of shadow material from the Shadowfell, you create a Huge
|
||||
shadowy dragon in an unoccupied space that you can see within range. The
|
||||
illusion lasts for the spell's duration and occupies its space, as if it were a
|
||||
creature.
|
||||
When the illusion appears, any of your enemies that can see it must
|
||||
succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
|
||||
frightened creature ends its turn in a location where it doesn't have line of
|
||||
sight to the illusion, it can repeat the saving throw, ending the effect on
|
||||
When the illusion appears, any of your enemies that can see it must
|
||||
succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
|
||||
frightened creature ends its turn in a location where it doesn't have line of
|
||||
sight to the illusion, it can repeat the saving throw, ending the effect on
|
||||
itself on a success.
|
||||
As a bonus action on your turn, you can move the illusion
|
||||
up to 60 feet. At any point during its movement, you can cause it to exhale a
|
||||
blast of energy in a 60-foot cone originating from its space. When you create
|
||||
the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
|
||||
As a bonus action on your turn, you can move the illusion
|
||||
up to 60 feet. At any point during its movement, you can cause it to exhale a
|
||||
blast of energy in a 60-foot cone originating from its space. When you create
|
||||
the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
|
||||
poison. Each creature in the cone must make an Intelligence saving throw, taking
|
||||
'7d6 damage of the
|
||||
chosen damage type on a failed save, or half as much damage
|
||||
chosen damage type on a failed save, or half as much damage
|
||||
on a successful one.
|
||||
The illusion is tangible because of the shadow stuff used
|
||||
to create it, but attacks miss it automatically. it succeeds on all saving
|
||||
throws, and it is immune to all damage and conditions. A creature that uses an
|
||||
action to examine the dragon can determine that it is an illusion by succeeding
|
||||
on an Intelligence (Investigation) check against your spell save DC. If a
|
||||
creature discerns the illusion for what it is, the creature can see through it
|
||||
The illusion is tangible because of the shadow stuff used
|
||||
to create it, but attacks miss it automatically. it succeeds on all saving
|
||||
throws, and it is immune to all damage and conditions. A creature that uses an
|
||||
action to examine the dragon can determine that it is an illusion by succeeding
|
||||
on an Intelligence (Investigation) check against your spell save DC. If a
|
||||
creature discerns the illusion for what it is, the creature can see through it
|
||||
and has advantage on saving throws against its breath.
|
||||
"""
|
||||
name = "Illusory Dragon"
|
||||
@@ -132,18 +132,18 @@ class IllusoryDragon(Spell):
|
||||
class IllusoryScript(Spell):
|
||||
"""You write on parchment, paper, or some other suitable writing material and imbue
|
||||
it with a potent illusion that lasts for the duration.
|
||||
|
||||
To you and any
|
||||
creatures you designate when you cast the spell, the writing appears normal,
|
||||
written in your hand, and conveys whatever meaning you intended when you wrote
|
||||
|
||||
To you and any
|
||||
creatures you designate when you cast the spell, the writing appears normal,
|
||||
written in your hand, and conveys whatever meaning you intended when you wrote
|
||||
the text. To all others, the writing appears as if it were written in an unknown
|
||||
or magical script that is unintelligible. Alternatively, you can cause the
|
||||
writing to appear to be an entirely different message, written in a different
|
||||
or magical script that is unintelligible. Alternatively, you can cause the
|
||||
writing to appear to be an entirely different message, written in a different
|
||||
hand and language, though the language must be one you know.
|
||||
|
||||
Should the spell
|
||||
|
||||
Should the spell
|
||||
be dispelled, the original script and the illusion both disappear.
|
||||
A creature
|
||||
A creature
|
||||
with truesight can read the hidden message.
|
||||
"""
|
||||
name = "Illusory Script"
|
||||
@@ -159,15 +159,15 @@ class IllusoryScript(Spell):
|
||||
|
||||
|
||||
class Immolation(Spell):
|
||||
"""Flames wreathe one creature you can see within range. The target must make a
|
||||
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
|
||||
"""Flames wreathe one creature you can see within range. The target must make a
|
||||
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
|
||||
much damage on a successful one. On a failed save, the target also burns for the
|
||||
spell's duration. The burning target sheds bright light in a 30-foot radius and
|
||||
dim light for an additional 30 feet. At the end of each of its turns, the
|
||||
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
|
||||
the spell ends on a successful one. These magical flames can't be extinguished
|
||||
dim light for an additional 30 feet. At the end of each of its turns, the
|
||||
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
|
||||
the spell ends on a successful one. These magical flames can't be extinguished
|
||||
by nonmagical means.
|
||||
If damage from this spell kills a target, the target is
|
||||
If damage from this spell kills a target, the target is
|
||||
turned to ash.
|
||||
"""
|
||||
name = "Immolation"
|
||||
@@ -184,72 +184,72 @@ class Immolation(Spell):
|
||||
|
||||
class Imprisonment(Spell):
|
||||
"""You create a magical restraint to hold a creature that you can see within range.
|
||||
|
||||
The target must succeed on a Wisdom saving throw or be bound by the spell; if
|
||||
it succeeds, it is immune to this spell if you cast it again. While affected by
|
||||
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
|
||||
|
||||
The target must succeed on a Wisdom saving throw or be bound by the spell; if
|
||||
it succeeds, it is immune to this spell if you cast it again. While affected by
|
||||
this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
|
||||
age. Divination spells can't locate or perceive the target.
|
||||
|
||||
When you cast the
|
||||
|
||||
When you cast the
|
||||
spell, you choose one of the following forms of imprisonment.
|
||||
|
||||
|
||||
Burial
|
||||
The
|
||||
target is entombed far beneath the earth in a sphere of magical force that is
|
||||
just large enough to contain the target. Nothing can pass through the
|
||||
The
|
||||
target is entombed far beneath the earth in a sphere of magical force that is
|
||||
just large enough to contain the target. Nothing can pass through the
|
||||
sphere, nor can any creature teleport or use planar travel to get into or out of
|
||||
it.
|
||||
The special component for this version of the spell is a small mithral orb.
|
||||
|
||||
|
||||
|
||||
|
||||
Chaining
|
||||
Heavy chains, firmly rooted in the ground, hold the target in place.
|
||||
The target is restrained until the spell ends, and it can't move or be moved by
|
||||
Heavy chains, firmly rooted in the ground, hold the target in place.
|
||||
The target is restrained until the spell ends, and it can't move or be moved by
|
||||
any means until then.
|
||||
The special component for this version of the spell is
|
||||
The special component for this version of the spell is
|
||||
a fine chain of precious metal.
|
||||
|
||||
|
||||
Hedged Prison
|
||||
The spell transports the target
|
||||
into a tiny demiplane that is warded against teleportation and planar travel.
|
||||
The demiplane can be a labyrinth, a cage, a tower, or any similar confined
|
||||
The spell transports the target
|
||||
into a tiny demiplane that is warded against teleportation and planar travel.
|
||||
The demiplane can be a labyrinth, a cage, a tower, or any similar confined
|
||||
structure or area of your choice.
|
||||
The special component for this version of the
|
||||
The special component for this version of the
|
||||
spell is a miniature representation of the prison made from jade.
|
||||
|
||||
Minimus
|
||||
|
||||
Minimus
|
||||
Containment
|
||||
The target shrinks to a height of 1 inch and is imprisoned inside a
|
||||
gemstone or similarobject. Light can pass through the gemstone
|
||||
normally (allowing the target to see out and other creatures to see in), but
|
||||
nothing else can pass through, even by means of teleportation or planar travel.
|
||||
The target shrinks to a height of 1 inch and is imprisoned inside a
|
||||
gemstone or similarobject. Light can pass through the gemstone
|
||||
normally (allowing the target to see out and other creatures to see in), but
|
||||
nothing else can pass through, even by means of teleportation or planar travel.
|
||||
The gemstone can't be cut or broken while the spell remains in effect.
|
||||
The
|
||||
special component for this version of the spell is a large, transparent
|
||||
The
|
||||
special component for this version of the spell is a large, transparent
|
||||
gemstone, such as a corundum, diamond, or ruby.
|
||||
|
||||
|
||||
Slumber
|
||||
The target falls asleep
|
||||
and can't be awoken.
|
||||
The special component for this version of the
|
||||
The special component for this version of the
|
||||
spell consists of rare soporific herbs.
|
||||
|
||||
|
||||
Ending the Spell
|
||||
During the casting of
|
||||
the spell, in any of its versions, you can specify a condition that will cause
|
||||
the spell to end and release the target. The condition can be as specific or as
|
||||
elaborate as you choose, but the DM must agree that the condition is reasonable
|
||||
and has a likelihood of coming to pass. The conditions can be based on a
|
||||
creature's name, identity, or deity but otherwise must be based on
|
||||
observable actions or qualities and not based on intangibles such as level,
|
||||
the spell, in any of its versions, you can specify a condition that will cause
|
||||
the spell to end and release the target. The condition can be as specific or as
|
||||
elaborate as you choose, but the DM must agree that the condition is reasonable
|
||||
and has a likelihood of coming to pass. The conditions can be based on a
|
||||
creature's name, identity, or deity but otherwise must be based on
|
||||
observable actions or qualities and not based on intangibles such as level,
|
||||
class, or hit points.
|
||||
|
||||
A dispel magic spell can end the spell only if it is
|
||||
cast as a 9th-level spell, targeting either the prison or the special component
|
||||
|
||||
A dispel magic spell can end the spell only if it is
|
||||
cast as a 9th-level spell, targeting either the prison or the special component
|
||||
used to create it.
|
||||
|
||||
You can use a particular special component to create only
|
||||
one prison at a time. If you cast the spell again using the same component, the
|
||||
|
||||
You can use a particular special component to create only
|
||||
one prison at a time. If you cast the spell again using the same component, the
|
||||
target of the first casting is immediately freed from its binding.
|
||||
"""
|
||||
name = "Imprisonment"
|
||||
@@ -265,19 +265,19 @@ class Imprisonment(Spell):
|
||||
|
||||
|
||||
class IncendiaryCloud(Spell):
|
||||
"""A swirling cloud of smoke shot through with white-hot embers appears in a
|
||||
"""A swirling cloud of smoke shot through with white-hot embers appears in a
|
||||
20-foot-radius sphere centered on a point within range.
|
||||
The cloud spreads around
|
||||
corners and is heavily obscured. It lasts for the duration or until a wind of
|
||||
corners and 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.
|
||||
|
||||
When the
|
||||
cloud appears, each creature in it must make a Dexterity saving throw. A
|
||||
creature takes 10d8 fire damage on a failed save, or half as much damage on a
|
||||
successful one. A creature must also make this saving throw when it enters the
|
||||
|
||||
When the
|
||||
cloud appears, each creature in it must make a Dexterity saving throw. A
|
||||
creature takes 10d8 fire damage on a failed save, or half as much damage on a
|
||||
successful one. A creature must also make this saving throw when it enters the
|
||||
spell's area for the first time on a turn or ends its turn there.
|
||||
|
||||
The cloud
|
||||
|
||||
The cloud
|
||||
moves 10 feet directly away from you in a direction that you choose at the start
|
||||
of each of your turns.
|
||||
"""
|
||||
@@ -294,40 +294,40 @@ class IncendiaryCloud(Spell):
|
||||
|
||||
|
||||
class InfernalCalling(Spell):
|
||||
"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
|
||||
the devil's type, which must be one of challenge rating 6 or lower, such as a
|
||||
barbed devil or a bearded devil. The devil appears in an unoccupied space that
|
||||
you can see within range. The devil disappears when it drops to 0 hit points or
|
||||
"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
|
||||
the devil's type, which must be one of challenge rating 6 or lower, such as a
|
||||
barbed devil or a bearded devil. The devil appears in an unoccupied space that
|
||||
you can see within range. The devil disappears when it drops to 0 hit points or
|
||||
when the spell ends.
|
||||
The devil is unfriendly toward you and your companions.
|
||||
Roll initiative for the devil, which has its own turns. It is under the Dungeon
|
||||
Master's control and acts according to its nature on each of its turns, which
|
||||
might result in its attacking you if it thinks it can prevail, or trying to
|
||||
tempt you to undertake an evil act in exchange for limited service. The DM has
|
||||
The devil is unfriendly toward you and your companions.
|
||||
Roll initiative for the devil, which has its own turns. It is under the Dungeon
|
||||
Master's control and acts according to its nature on each of its turns, which
|
||||
might result in its attacking you if it thinks it can prevail, or trying to
|
||||
tempt you to undertake an evil act in exchange for limited service. The DM has
|
||||
the creature's statistics.
|
||||
On each of your turns, you can try to issue a verbal
|
||||
command to the devil (no action required by you). It obeys the command if the
|
||||
On each of your turns, you can try to issue a verbal
|
||||
command to the devil (no action required by you). It obeys the command if the
|
||||
likely outcome is in accordance with its desires, especially if the result would
|
||||
draw you toward evil. Otherwise, you must make a Charisma (Deception,
|
||||
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
|
||||
make the check with advantage if you say the devil's true name. Ifyour check
|
||||
fails, the devil becomes immune to your verbal commands for the duration of the
|
||||
spell, though it can still carry out your commands if it chooses. If your check
|
||||
succeeds, the devil carries out your command- such as "attack my enemies,"
|
||||
draw you toward evil. Otherwise, you must make a Charisma (Deception,
|
||||
Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
|
||||
make the check with advantage if you say the devil's true name. Ifyour check
|
||||
fails, the devil becomes immune to your verbal commands for the duration of the
|
||||
spell, though it can still carry out your commands if it chooses. If your check
|
||||
succeeds, the devil carries out your command- such as "attack my enemies,"
|
||||
"explore the room ahead," or "bear this message to the queen"-until it completes
|
||||
the activity, at which point it returns to you to report having done so.
|
||||
If
|
||||
your concentration ends before the spell reaches its full duration, the devil
|
||||
doesn‘t disappear if it has become immune to your verbal commands. Instead, it
|
||||
If
|
||||
your concentration ends before the spell reaches its full duration, the devil
|
||||
doesn‘t disappear if it has become immune to your verbal commands. Instead, it
|
||||
acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
|
||||
If
|
||||
you possess an individual devil's talisman, you can summon that devil if it is
|
||||
If
|
||||
you possess an individual devil's talisman, you can summon that devil if it is
|
||||
of the appropriate challenge
|
||||
rating plus 1, and it obeys all your commands, with
|
||||
no Charisma checks required.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 6th level or higher, the challenge rating increases by 1 for
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 6th level or higher, the challenge rating increases by 1 for
|
||||
each slot level above 5th.
|
||||
"""
|
||||
name = "Infernal Calling"
|
||||
@@ -343,14 +343,14 @@ class InfernalCalling(Spell):
|
||||
|
||||
|
||||
class Infestation(Spell):
|
||||
"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
|
||||
"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
|
||||
one creature you can see within range. The target must succeed on a Constitution
|
||||
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
|
||||
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
|
||||
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
|
||||
provoke opportunity attacks, and if the direction rolled is blocked, the target
|
||||
saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
|
||||
direction if it can move and its speed is at least 5 feet. Roll a d4 for the
|
||||
direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
|
||||
provoke opportunity attacks, and if the direction rolled is blocked, the target
|
||||
doesn't move.
|
||||
The spell's damage increases by 1d6 when you reach 5th level
|
||||
The spell's damage increases by 1d6 when you reach 5th level
|
||||
(2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Infestation"
|
||||
@@ -368,9 +368,9 @@ class Infestation(Spell):
|
||||
class InflictWounds(Spell):
|
||||
"""Make a melee spell attack against a creature you can reach. On a hit, the target
|
||||
takes 3d10 necrotic damage.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
level above 1st.
|
||||
"""
|
||||
name = "Inflict Wounds"
|
||||
@@ -386,18 +386,18 @@ class InflictWounds(Spell):
|
||||
|
||||
|
||||
class InsectPlague(Spell):
|
||||
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
|
||||
choose within range. The sphere spreads around corners. The sphere remains for
|
||||
the duration, and its area is lightly obscured. The sphere's area is difficult
|
||||
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
|
||||
choose within range. The sphere spreads around corners. The sphere remains for
|
||||
the duration, and its area is lightly obscured. The sphere's area is difficult
|
||||
terrain.
|
||||
|
||||
When the area appears, each creature in it must make a Constitution
|
||||
|
||||
When the area appears, each creature in it must make a Constitution
|
||||
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
|
||||
much damage on a successful one. A creature must also make this saving throw
|
||||
when it enters the spell's area for the first time on a turn or ends its turn
|
||||
much damage on a successful one. A creature must also make this saving throw
|
||||
when it enters the spell's area for the first time on a turn or ends its turn
|
||||
there.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
level or higher, the damage increases by 1d10 for each slot level above 5th.
|
||||
"""
|
||||
name = "Insect Plague"
|
||||
@@ -413,16 +413,16 @@ class InsectPlague(Spell):
|
||||
|
||||
|
||||
class InvestitureOfFlame(Spell):
|
||||
"""Flames race across your body, shedding bright light in a 30-foot radius and dim
|
||||
light for an additional 30 feet for the spell's duration. The flames don't harm
|
||||
"""Flames race across your body, shedding bright light in a 30-foot radius and dim
|
||||
light for an additional 30 feet for the spell's duration. The flames don't harm
|
||||
you. Until the spell ends, you gain the following benefits:
|
||||
- You are immune to
|
||||
- You are immune to
|
||||
fire damage and have resistance to cold damage.
|
||||
- Any creature that moves within
|
||||
5 feet of you for the first time on a turn or ends its turn there takes 1d10
|
||||
5 feet of you for the first time on a turn or ends its turn there takes 1d10
|
||||
fire damage.
|
||||
- You can use your action to create a line of fire 15 feet long and
|
||||
5 feet wide extending from you in a direc- tion you choose. Each creature in
|
||||
5 feet wide extending from you in a direc- tion you choose. Each creature in
|
||||
the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
|
||||
a failed save, or half as much damage on a successful one.
|
||||
"""
|
||||
@@ -440,18 +440,18 @@ class InvestitureOfFlame(Spell):
|
||||
|
||||
class InvestitureOfIce(Spell):
|
||||
"""Until the spell ends, ice rimes your body, and you gain the following benefits:
|
||||
|
||||
|
||||
- You are immune to cold damage and have resistance to fire damage.
|
||||
- You can
|
||||
move across difficult terrain created by ice or snow without spending extra
|
||||
- You can
|
||||
move across difficult terrain created by ice or snow without spending extra
|
||||
movement.
|
||||
- The ground in a 10-foot radius around you is icy and is difficult
|
||||
- The ground in a 10-foot radius around you is icy and is difficult
|
||||
terrain for creatures other than you. The radius moves with you.
|
||||
- You can use
|
||||
your action to create a 15-foot cone of freezing wind extending from your
|
||||
- You can use
|
||||
your action to create a 15-foot cone of freezing wind extending from your
|
||||
outstretched hand in a direction you choose. Each creature in the cone must make
|
||||
a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
|
||||
or half as much damage on a successful one. A creature that fails its save
|
||||
or half as much damage on a successful one. A creature that fails its save
|
||||
against this effect has its speed halved until the start of your next turn.
|
||||
"""
|
||||
name = "Investiture Of Ice"
|
||||
@@ -467,18 +467,18 @@ class InvestitureOfIce(Spell):
|
||||
|
||||
|
||||
class InvestitureOfStone(Spell):
|
||||
"""Until the spell ends, bits of rock spread across your body, and you gain the
|
||||
"""Until the spell ends, bits of rock spread across your body, and you gain the
|
||||
following benefits:
|
||||
- You have resistance to bludgeoning, piercing, and slashing
|
||||
damage from nonmagical weapons.
|
||||
- You can use your action to create a small
|
||||
- You can use your action to create a small
|
||||
earthquake on the ground in a 15-foot radius centered on you. Other creatures on
|
||||
that ground must succeed on a Dexterity saving throw or be knocked prone.
|
||||
- You
|
||||
can move across difficult terrain made of earth or stone without spending extra
|
||||
movement. You can move through solid earth or stone as if it was air and
|
||||
without destabilizing it, but you can't end your movement there. If you do so,
|
||||
you are ejected to the nearest unoccupied space, this spell ends, and you are
|
||||
movement. You can move through solid earth or stone as if it was air and
|
||||
without destabilizing it, but you can't end your movement there. If you do so,
|
||||
you are ejected to the nearest unoccupied space, this spell ends, and you are
|
||||
stunned until the end of your next turn.
|
||||
"""
|
||||
name = "Investiture Of Stone"
|
||||
@@ -494,16 +494,16 @@ class InvestitureOfStone(Spell):
|
||||
|
||||
|
||||
class InvestitureOfWind(Spell):
|
||||
"""Until the spell ends, wind whirls around you, and you gain the following
|
||||
"""Until the spell ends, wind whirls around you, and you gain the following
|
||||
benefits:
|
||||
- Ranged weapon attacks made against you have disad- vantage on the
|
||||
- Ranged weapon attacks made against you have disad- vantage on the
|
||||
attack roll.
|
||||
- You gain a flying speed of 60 feet. If you are still flying when
|
||||
- You gain a flying speed of 60 feet. If you are still flying when
|
||||
the spell ends, you fall, unless you can some- how prevent it.
|
||||
- You can use
|
||||
your action to create a 15-foot cube of swirling wind centered on a point you
|
||||
can see within 60 feet of you. Each creature in that area must make a
|
||||
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
|
||||
- You can use
|
||||
your action to create a 15-foot cube of swirling wind centered on a point you
|
||||
can see within 60 feet of you. Each creature in that area must make a
|
||||
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
|
||||
save, or half as much damage on a successful one. If a Large or smaller creature
|
||||
fails the save, that creature is also pushed up to 10 feet away from the center
|
||||
of the cube.
|
||||
@@ -522,11 +522,11 @@ class InvestitureOfWind(Spell):
|
||||
|
||||
class Invisibility(Spell):
|
||||
"""A creature you touch becomes invisible until the spell ends. Anything the target
|
||||
is wearing or carrying is invisible as long as it is on the target's person.
|
||||
is wearing or carrying is invisible as long as it is on the target's person.
|
||||
The spell ends for a target that attacks or casts a spell.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 3rd level or higher, you can
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 3rd level or higher, you can
|
||||
target one additional creature for each slot level above 2nd.
|
||||
"""
|
||||
name = "Invisibility"
|
||||
|
||||
Reference in New Issue
Block a user