Fixed remaining docstrings to be valid rst, and cleaned up TeX templates.

This commit is contained in:
Mark Wolfman
2021-04-15 22:31:14 -05:00
parent c8577187b0
commit 63c62a17f8
26 changed files with 416 additions and 498 deletions
+31 -24
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@@ -439,20 +439,24 @@ 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
movement.
- 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
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
against this effect has its speed halved until the start of your next turn.
"""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 movement.
- 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 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 against this effect has its speed halved until
the start of your next turn.
"""
name = "Investiture Of Ice"
level = 6
@@ -469,17 +473,20 @@ class InvestitureOfIce(Spell):
class InvestitureOfStone(Spell):
"""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
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
stunned until the end of your next turn.
damage from nonmagical weapons.
- 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 stunned until the end of your next turn.
"""
name = "Investiture Of Stone"
level = 6
+41 -40
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@@ -93,28 +93,29 @@ class MagicCircle(Spell):
"""You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on
a point on the ground that you can see within range. Glowing runes appear
wherever the cylinder intersects with the floor or other surface.
Choose one or
more of the following types of creatures: celestials, elementals, fey, fiends,
or undead. The circle affects a creature of the chosen type in the following
ways:
* The creature can't willingly enter the cylinder by nonmagical means. If
the creature tries to use teleportation or interplanar travel to do so, it must
first succeed on a Charisma saving throw.
* The creature has disadvantage on
attack rolls against targets within the cylinder.
* Targets within the cylinder
can't be charmed, frightened, or possessed by the creature.
When you cast this
spell, you can elect to cause its magic to operate in the reverse direction,
preventing a creature of the specified type from leaving the cylinder and
protecting targets outside it.
**At Higher Levels:** When you cast this spell using
a spell slot of 4th level or higher, the duration increases by 1 hour for each
Choose one or more of the following types of creatures:
celestials, elementals, fey, fiends, or undead. The circle affects
a creature of the chosen type in the following ways:
- The creature can't willingly enter the cylinder by nonmagical
means. If the creature tries to use teleportation or interplanar
travel to do so, it must first succeed on a Charisma saving
throw.
- The creature has disadvantage on attack rolls against targets
within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or
possessed by the creature.
When you cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature of the
specified type from leaving the cylinder and protecting targets
outside it.
**At Higher Levels:** When you cast this spell using a spell slot
of 4th level or higher, the duration increases by 1 hour for each
slot level above 3rd.
"""
name = "Magic Circle"
level = 3
@@ -1055,27 +1056,27 @@ class MoldEarth(Spell):
class Moonbeam(Spell):
"""A silvery beam of pale light shines down in a 5-footradius, 40-foot-high
cylinder centered on a point within range. Until the spell ends, dim light fills
the cylinder.
"""A silvery beam of pale light shines down in a 5-footradius,
40-foot-high cylinder centered on a point within range. Until the
spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a
turn or starts its turn there, it is engulfed in ghostly flames that cause
searing pain, and it must make a Constitution saving throw. It takes 2d10
radiant damage on a failed save, or half as much damage on a successful one.
turn or starts its turn there, it is engulfed in ghostly flames
that cause searing pain, and it must make a Constitution saving
throw. It takes 2d10 radiant damage on a failed save, or half as
much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can't
assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an
action to move the beam 60 feet in any direction.
**At Higher Levels:** When you cast this spell using aspell slot
of 3rd level or higher, the damage increases by 1d10 for each slot
level above 2nd.
A
shapechanger makes its saving throw with disadvantage. If it fails, it also
instantly reverts to its original form and can't assume a different form until
it leaves the spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60 feet in any direction.
At Higher
Levels: When you cast this spell using aspell slot of 3rd level or higher, the
damage increases by 1d1O for each slot level above 2nd.
"""
name = "Moonbeam"
level = 2
+12 -11
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@@ -95,17 +95,18 @@ class PhantasmalForce(Spell):
class PhantasmalKiller(Spell):
"""You tap into the nightmares of a creature you can see within range and create an
illusory manifestation of its deepest fears, visible only to that creature.
The
target must make a Wisdom saving throw. On a failed save, the target becomes
frightened for the duration. At the end of each of the target's turns before the
spell ends, the target must succeed on a Wisdom saving throw or take 4d10
psychic damage. On a successful save, the spell ends.
**At Higher Levels:** When
you cast this spell using a spell slot of 5th level or higher, the damage
increases by 1d1O for each slot level above 4th.
"""You tap into the nightmares of a creature you can see within range
and create an illusory manifestation of its deepest fears, visible
only to that creature. The target must make a Wisdom saving
throw. On a failed save, the target becomes frightened for the
duration. At the end of each of the target's turns before the
spell ends, the target must succeed on a Wisdom saving throw or
take 4d10 psychic damage. On a successful save, the spell ends.
**At Higher Levels:** When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d10 for each slot
level above 4th.
"""
name = "Phantasmal Killer"
level = 4
+24 -28
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@@ -93,17 +93,15 @@ class Scrying(Spell):
and the sort of physical connection you have to it. If a target
knows you're casting this spell, it can fail the saving throw
voluntarily if it wants to be observed.
Knowledge - Save Modifier
-------------------------
**Knowledge - Save Modifier**
- Secondhand (you have heard of the target) - +5
- Firsthand (you have met the target) - +0
- Familiar (you know the target well) - -5
Connection - Save Modifier
--------------------------
**Connection - Save Modifier**
- Likeness or picture - -2
- Possession or garment - -4
- Body part, lock of hair, bit of nail, or the like - -10
@@ -325,27 +323,25 @@ class ShadowOfMoil(Spell):
class ShapeWater(Spell):
"""You choose an area of water that you can see within range and that fits within a
5-foot cube.
You manipulate it in one of the following ways:
- You
instantaneously move or otherwise change the flow of the water as you direct, up
to 5 feet in any direction. This movement doesn't have enough force to cause
damage.
- You cause the water to form into simple shapes and animate at your
direction. This change lasts for 1 hour.
- You change the water's color or
opacity. The water must be changed in the same way throughout. This change lasts
for 1 hour.
"""You choose an area of water that you can see within range and that
fits within a 5-foot cube. You manipulate it in one of the
following ways:
- You instantaneously move or otherwise change the flow of the
water as you direct, up to 5 feet in any direction. This
movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at
your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be
changed in the same way throughout. This change lasts for 1
hour.
- You freeze the water, provided that there are no crea- tures in
it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you
can have no more than two of its non-instantaneous effects active at a time, and
you can dismiss such an effect as an action.
it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than
two of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.
"""
name = "Shape Water"
level = 0
+12 -13
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@@ -99,21 +99,22 @@ class Telepathy(Spell):
class Teleport(Spell):
"""This spell instantly transports you and up to eight willing creatures of your
choice that you can see within range, or a single object that you can see within
range, to a destination you select. If you target an object, it must be able to
fit entirely inside a 10-foot cube, and it can't be held or carried by an
"""This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range, or a
single object that you can see within range, to a destination you
select. If you target an object, it must be able to fit entirely
inside a 10-foot cube, and it can't be held or carried by an
unwilling creature.
The destination you choose must be known to you, and it
must be on the same plane of existence as you. Your familiarity with the
destination determines whether you arrive there successfully. The DM rolls d100
and consults the table.
The destination you choose must be known to you, and it must be on
the same plane of existence as you. Your familiarity with the
destination determines whether you arrive there successfully. The
DM rolls d100 and consults the table.
================= ====== ============ ========== =========
Familiarity Mishap Similar Area Off Target On Target
================= ====== ============ ========== =========
Permanent circle -- -- -- 01-100
Permanent circle -- -- -- 01-100
Associated object -- -- -- 01-100
Very familiar 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100
@@ -852,5 +853,3 @@ class Tsunami(Spell):
ritual = False
magic_school = "Conjuration"
classes = ('Druid',)
+6 -5
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@@ -311,17 +311,18 @@ class WardingWind(Spell):
"""A strong wind (20 miles per hour) blows around you in a 10-foot
radius and moves with you, remaining centered on you. The wind
lasts for the spell's duration.
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are
torch-sized or smaller.
torch-sized or smaller.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if
they pass in or out of the wind.
they pass in or out of the wind.
- It hedges out vapor, gas, and fog that can be dispersed by
strong wind.
strong wind.
"""
name = "Warding Wind"
level = 2