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Replace all relative imports with absolute ones
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@@ -1,26 +1,26 @@
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from .spells import Spell
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from dungeonsheets.spells.spells import Spell
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class RaiseDead(Spell):
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"""You return a dead creature you touch to life, provided that it has been dead no
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longer than 10 days. If the creature's soul is both willing and at liberty to
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"""You return a dead creature you touch to life, provided that it has been dead no
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longer than 10 days. If the creature's soul is both willing and at liberty to
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rejoin the body, the creature returns to life with 1 hit point.
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This spell also
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neutralizes any poison and cures nonmagical diseases that affected the creature
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at the time it died. This spell doesn't, however, remove magical diseases,
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curses, or similar effects; if these aren't first removed prior to casting the
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spell, they take effect when the creature returns to life. The spell can't
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at the time it died. This spell doesn't, however, remove magical diseases,
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curses, or similar effects; if these aren't first removed prior to casting the
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spell, they take effect when the creature returns to life. The spell can't
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return an undead creature to life.
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This spell closes all mortal wounds, but it
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doesn't restore missing body parts. If the creature is lacking body parts or
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organs integral for its survival – its head, for instance – the spell
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This spell closes all mortal wounds, but it
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doesn't restore missing body parts. If the creature is lacking body parts or
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organs integral for its survival – its head, for instance – the spell
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automatically fails.
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Coming back from the dead is an ordeal. The target takes a
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-4 penalty to all attack rolls, saving throws, and ability checks. Every time
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the target finishes a long rest, the penalty is reduced by 1 until it
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-4 penalty to all attack rolls, saving throws, and ability checks. Every time
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the target finishes a long rest, the penalty is reduced by 1 until it
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disappears.
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"""
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name = "Raise Dead"
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@@ -36,14 +36,14 @@ class RaiseDead(Spell):
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class RarysTelepathicBond(Spell):
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"""You forge a telepathic link among up to eight willing creatures of your choice
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within range, psychically linking each creature to all the others for the
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duration. Creatures with Intelligence scores of 2 or less aren't affected by
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"""You forge a telepathic link among up to eight willing creatures of your choice
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within range, psychically linking each creature to all the others for the
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duration. Creatures with Intelligence scores of 2 or less aren't affected by
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this spell.
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Until the spell ends, the targets can communicated telepathically
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through the bond whether or not they have a common language. The communication
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is possible over any distance, though it can't extend to other planes of
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Until the spell ends, the targets can communicated telepathically
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through the bond whether or not they have a common language. The communication
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is possible over any distance, though it can't extend to other planes of
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existence.
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"""
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name = "Rarys Telepathic Bond"
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@@ -59,13 +59,13 @@ class RarysTelepathicBond(Spell):
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class RayOfEnfeeblement(Spell):
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"""A black beam of enervating energy springs from your finger toward a creature
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"""A black beam of enervating energy springs from your finger toward a creature
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within range.
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Make a ranged spell attack against the target. On a hit, the
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target deals only half damage with weapon attacks that use Strength until the
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Make a ranged spell attack against the target. On a hit, the
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target deals only half damage with weapon attacks that use Strength until the
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spell ends.
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At the end of each of the target's turns, it can make a
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At the end of each of the target's turns, it can make a
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Constitution saving throw against the spell. On a success, the spell ends.
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"""
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name = "Ray Of Enfeeblement"
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@@ -84,8 +84,8 @@ class RayOfFrost(Spell):
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"""A frigid beam of blue-white light streaks toward a creature within range. Make a
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ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and
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its speed is reduced by 10 feet until the start of your next turn.
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At Higher
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At Higher
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Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th
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level (3d8), and 17th level (4d8).
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"""
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@@ -103,13 +103,13 @@ class RayOfFrost(Spell):
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class RayOfSickness(Spell):
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"""A ray of sickening greenish energy lashes out toward a creature within range.
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Make a ranged spell attack against the target. On a hit, the target takes 2d8
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Make a ranged spell attack against the target. On a hit, the target takes 2d8
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poison damage and must make a Constitution saving throw. On a failed save, it is
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also poisoned until the end of your next turn.
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At Higher Levels: When you cast
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this spell using a spell slot of 2nd level or higher, the damage increases by
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this spell using a spell slot of 2nd level or higher, the damage increases by
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1d8 for each slot level above 1st.
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"""
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name = "Ray Of Sickness"
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@@ -126,12 +126,12 @@ class RayOfSickness(Spell):
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class Regenerate(Spell):
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"""You touch a creature and stimulate its natural healing ability.
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The target
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The target
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regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1
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hit point at the start of each of its turns (10 hit points each minute).
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The
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target's severed body members (fingers, legs, tails, and so on), if any, are
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The
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target's severed body members (fingers, legs, tails, and so on), if any, are
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restored after 2 minutes. If you have the severed part and hold it to the stump,
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the spell instantaneously causes the limb to knit to the stump.
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"""
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@@ -148,38 +148,38 @@ class Regenerate(Spell):
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class Reincarnate(Spell):
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"""You touch a dead humanoid or a piece of a dead humanoid. Provided that the
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creature has been dead no longer than 10 days, the spell forms a new adult body
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for it and then calls the soul to enter that body. If the target's soul isn't
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"""You touch a dead humanoid or a piece of a dead humanoid. Provided that the
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creature has been dead no longer than 10 days, the spell forms a new adult body
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for it and then calls the soul to enter that body. If the target's soul isn't
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free or willing to do so, the spell fails.
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The magic fashions a new body for
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the creature to inhabit, which likely causes the creature's race to change. The
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DM rolls a d 100 and consults the following table to determine what form the
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The magic fashions a new body for
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the creature to inhabit, which likely causes the creature's race to change. The
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DM rolls a d 100 and consults the following table to determine what form the
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creature takes when restored to life, or the DM chooses a form.
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d100 Race
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01-04 Dragonborn
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05-13 Dwarf, hill
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14-21 Dwarf, mountain
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22-25 Elf, dark
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26-34
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26-34
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Elf, high
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35-42 Elf, wood
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43-46 Gnome, forest
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47-52 Gnome, rock
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53-56 Half-elf
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57-60 Half-orc
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61-68 Halfling, lightfoot
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69-76 Halfling, stout
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77-96 Human
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97-00
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Tiefling
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The reincarnated creature recalls its former life and experiences. It
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retains the capabilities it had in its original form, except it exchanges its
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retains the capabilities it had in its original form, except it exchanges its
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original race for the new one and changes its racial traits accordingly.
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"""
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name = "Reincarnate"
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@@ -196,7 +196,7 @@ class Reincarnate(Spell):
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class RemoveCurse(Spell):
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"""At your touch, all curses affecting one creature or object end. If the object is
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a cursed magic item, its curse remains, but the spell breaks its owner's
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a cursed magic item, its curse remains, but the spell breaks its owner's
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attunement to the object so it can be removed or discarded.
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"""
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name = "Remove Curse"
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@@ -212,8 +212,8 @@ class RemoveCurse(Spell):
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class Resistance(Spell):
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"""You touch one willing creature. Once before the spell ends, the target can roll
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a d4 and add the number rolled to one saving throw of its choice. It can roll
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"""You touch one willing creature. Once before the spell ends, the target can roll
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a d4 and add the number rolled to one saving throw of its choice. It can roll
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the die before or after the saving throw. The spell then ends.
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"""
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name = "Resistance"
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@@ -229,26 +229,26 @@ class Resistance(Spell):
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class Resurrection(Spell):
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"""You touch a dead creature that has been dead for no more than a century, that
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didn't die of old age, and that isn't undead. If its soul is free and willing,
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"""You touch a dead creature that has been dead for no more than a century, that
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didn't die of old age, and that isn't undead. If its soul is free and willing,
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the target returns to life with all its hit points.
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This spell neutralizes any
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poisons and cures normal diseases afflicting the creature when it died. It
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This spell neutralizes any
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poisons and cures normal diseases afflicting the creature when it died. It
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doesn't, however, remove magical diseases, curses, and the like; if such affects
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aren't removed prior to casting the spell, they afflict the target on its
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aren't removed prior to casting the spell, they afflict the target on its
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return to life.
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This spell closes all mortal wounds and restores any missing
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This spell closes all mortal wounds and restores any missing
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body parts.
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Coming back from the dead is an ordeal. The target takes a -4
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penalty to all attack rolls, saving throws, and ability checks. Every time the
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Coming back from the dead is an ordeal. The target takes a -4
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penalty to all attack rolls, saving throws, and ability checks. Every time the
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target finishes a long rest, the penalty is reduced by 1 until it disappears.
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Casting this spell to restore life to a creature that has been dead for one year
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or longer taxes you greatly. Until you finish a long rest, you can't cast
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or longer taxes you greatly. Until you finish a long rest, you can't cast
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spells again, and you have disadvantage on all attack rolls, ability checks, and
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saving throws.
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"""
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@@ -268,17 +268,17 @@ class ReverseGravity(Spell):
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"""This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered
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on a point within range.
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All creatures and objects that aren't somehow anchored
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to the ground in the area fall upward and reach the top of the area when you
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cast this spell. A creature can make a Dexterity saving throw to grab onto a
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to the ground in the area fall upward and reach the top of the area when you
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cast this spell. A creature can make a Dexterity saving throw to grab onto a
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fixed object it can reach, thus avoiding the fall.
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If some solid object (such
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as a ceiling) is encountered in this fall, falling objects and creatures strike
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it just as they would during a normal downward fall. If an object or creature
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reaches the top of the area without striking anything, it remains there,
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If some solid object (such
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as a ceiling) is encountered in this fall, falling objects and creatures strike
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it just as they would during a normal downward fall. If an object or creature
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reaches the top of the area without striking anything, it remains there,
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oscillating slightly, for the duration.
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At the end of the duration, affected
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At the end of the duration, affected
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objects and creatures fall back down.
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"""
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name = "Reverse Gravity"
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@@ -295,7 +295,7 @@ class ReverseGravity(Spell):
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class Revivify(Spell):
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"""You touch a creature that has died within the last minute. That creature returns
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to life with 1 hit point. This spell can't return to life a creature that has
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to life with 1 hit point. This spell can't return to life a creature that has
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died of old age, nor can it restore any missing body parts.
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"""
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name = "Revivify"
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@@ -311,21 +311,21 @@ class Revivify(Spell):
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class RopeTrick(Spell):
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"""You touch a length of rope that is up to 60 feet long. One end of the rope then
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rises into the air until the whole rope hangs perpendicular to the ground. At
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the upper end of the rope, an invisible entrance opens to an extradimensional
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"""You touch a length of rope that is up to 60 feet long. One end of the rope then
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rises into the air until the whole rope hangs perpendicular to the ground. At
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the upper end of the rope, an invisible entrance opens to an extradimensional
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space that lasts until the spell ends.
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The extradimensional space can be
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reached by climbing to the top of the rope. The space can hold as many as eight
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Medium or smaller creatures. The rope can be pulled into the space, making the
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The extradimensional space can be
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reached by climbing to the top of the rope. The space can hold as many as eight
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Medium or smaller creatures. The rope can be pulled into the space, making the
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rope disappear from view outside the space.
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Attacks and spells can't cross
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Attacks and spells can't cross
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through the entrance into or out of the extradimensional space, but those inside
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can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
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Anything inside the extradimensional space drops out when the spell ends.
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"""
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name = "Rope Trick"
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