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Fixed remaining docstrings to be valid rst, and cleaned up TeX templates.
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@@ -439,20 +439,24 @@ class InvestitureOfFlame(Spell):
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class InvestitureOfIce(Spell):
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"""Until the spell ends, ice rimes your body, and you gain the following benefits:
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- You are immune to cold damage and have resistance to fire damage.
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- You can
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move across difficult terrain created by ice or snow without spending extra
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movement.
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- The ground in a 10-foot radius around you is icy and is difficult
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terrain for creatures other than you. The radius moves with you.
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- You can use
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your action to create a 15-foot cone of freezing wind extending from your
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outstretched hand in a direction you choose. Each creature in the cone must make
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a Constitution saving throw. A creature takes 4d6 cold damage on a failed save,
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or half as much damage on a successful one. A creature that fails its save
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against this effect has its speed halved until the start of your next turn.
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"""Until the spell ends, ice rimes your body, and you gain the
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following benefits:
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- You are immune to cold damage and have resistance to fire
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damage.
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- You can move across difficult terrain created by ice or snow
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without spending extra movement.
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- The ground in a 10-foot radius around you is icy and is
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difficult terrain for creatures other than you. The radius moves
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with you.
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- You can use your action to create a 15-foot cone of freezing
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wind extending from your outstretched hand in a direction you
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choose. Each creature in the cone must make a Constitution
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saving throw. A creature takes 4d6 cold damage on a failed save,
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or half as much damage on a successful one. A creature that
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fails its save against this effect has its speed halved until
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the start of your next turn.
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"""
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name = "Investiture Of Ice"
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level = 6
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@@ -469,17 +473,20 @@ class InvestitureOfIce(Spell):
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class InvestitureOfStone(Spell):
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"""Until the spell ends, bits of rock spread across your body, and you gain the
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following benefits:
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- You have resistance to bludgeoning, piercing, and slashing
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damage from nonmagical weapons.
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- You can use your action to create a small
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earthquake on the ground in a 15-foot radius centered on you. Other creatures on
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that ground must succeed on a Dexterity saving throw or be knocked prone.
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- You
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can move across difficult terrain made of earth or stone without spending extra
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movement. You can move through solid earth or stone as if it was air and
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without destabilizing it, but you can't end your movement there. If you do so,
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you are ejected to the nearest unoccupied space, this spell ends, and you are
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stunned until the end of your next turn.
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damage from nonmagical weapons.
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- You can use your action to create a small earthquake on the
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ground in a 15-foot radius centered on you. Other creatures on
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that ground must succeed on a Dexterity saving throw or be
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knocked prone.
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- You can move across difficult terrain made of earth or stone
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without spending extra movement. You can move through solid
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earth or stone as if it was air and without destabilizing it,
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but you can't end your movement there. If you do so, you are
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ejected to the nearest unoccupied space, this spell ends, and
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you are stunned until the end of your next turn.
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"""
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name = "Investiture Of Stone"
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level = 6
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@@ -93,28 +93,29 @@ class MagicCircle(Spell):
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"""You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on
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a point on the ground that you can see within range. Glowing runes appear
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wherever the cylinder intersects with the floor or other surface.
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Choose one or
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more of the following types of creatures: celestials, elementals, fey, fiends,
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or undead. The circle affects a creature of the chosen type in the following
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ways:
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* The creature can't willingly enter the cylinder by nonmagical means. If
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the creature tries to use teleportation or interplanar travel to do so, it must
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first succeed on a Charisma saving throw.
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* The creature has disadvantage on
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attack rolls against targets within the cylinder.
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* Targets within the cylinder
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can't be charmed, frightened, or possessed by the creature.
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When you cast this
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spell, you can elect to cause its magic to operate in the reverse direction,
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preventing a creature of the specified type from leaving the cylinder and
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protecting targets outside it.
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**At Higher Levels:** When you cast this spell using
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a spell slot of 4th level or higher, the duration increases by 1 hour for each
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Choose one or more of the following types of creatures:
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celestials, elementals, fey, fiends, or undead. The circle affects
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a creature of the chosen type in the following ways:
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- The creature can't willingly enter the cylinder by nonmagical
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means. If the creature tries to use teleportation or interplanar
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travel to do so, it must first succeed on a Charisma saving
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throw.
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- The creature has disadvantage on attack rolls against targets
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within the cylinder.
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- Targets within the cylinder can't be charmed, frightened, or
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possessed by the creature.
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When you cast this spell, you can elect to cause its magic to
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operate in the reverse direction, preventing a creature of the
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specified type from leaving the cylinder and protecting targets
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outside it.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 4th level or higher, the duration increases by 1 hour for each
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slot level above 3rd.
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"""
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name = "Magic Circle"
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level = 3
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@@ -1055,27 +1056,27 @@ class MoldEarth(Spell):
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class Moonbeam(Spell):
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"""A silvery beam of pale light shines down in a 5-footradius, 40-foot-high
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cylinder centered on a point within range. Until the spell ends, dim light fills
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the cylinder.
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"""A silvery beam of pale light shines down in a 5-footradius,
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40-foot-high cylinder centered on a point within range. Until the
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spell ends, dim light fills the cylinder.
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When a creature enters the spell's area for the first time on a
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turn or starts its turn there, it is engulfed in ghostly flames that cause
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searing pain, and it must make a Constitution saving throw. It takes 2d10
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radiant damage on a failed save, or half as much damage on a successful one.
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turn or starts its turn there, it is engulfed in ghostly flames
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that cause searing pain, and it must make a Constitution saving
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throw. It takes 2d10 radiant damage on a failed save, or half as
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much damage on a successful one.
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A shapechanger makes its saving throw with disadvantage. If it
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fails, it also instantly reverts to its original form and can't
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assume a different form until it leaves the spell's light.
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On each of your turns after you cast this spell, you can use an
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action to move the beam 60 feet in any direction.
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**At Higher Levels:** When you cast this spell using aspell slot
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of 3rd level or higher, the damage increases by 1d10 for each slot
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level above 2nd.
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A
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shapechanger makes its saving throw with disadvantage. If it fails, it also
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instantly reverts to its original form and can't assume a different form until
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it leaves the spell's light.
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On each of your turns after you cast this spell,
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you can use an action to move the beam 60 feet in any direction.
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At Higher
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Levels: When you cast this spell using aspell slot of 3rd level or higher, the
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damage increases by 1d1O for each slot level above 2nd.
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"""
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name = "Moonbeam"
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level = 2
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@@ -95,17 +95,18 @@ class PhantasmalForce(Spell):
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class PhantasmalKiller(Spell):
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"""You tap into the nightmares of a creature you can see within range and create an
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illusory manifestation of its deepest fears, visible only to that creature.
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The
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target must make a Wisdom saving throw. On a failed save, the target becomes
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frightened for the duration. At the end of each of the target's turns before the
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spell ends, the target must succeed on a Wisdom saving throw or take 4d10
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psychic damage. On a successful save, the spell ends.
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**At Higher Levels:** When
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you cast this spell using a spell slot of 5th level or higher, the damage
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increases by 1d1O for each slot level above 4th.
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"""You tap into the nightmares of a creature you can see within range
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and create an illusory manifestation of its deepest fears, visible
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only to that creature. The target must make a Wisdom saving
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throw. On a failed save, the target becomes frightened for the
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duration. At the end of each of the target's turns before the
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spell ends, the target must succeed on a Wisdom saving throw or
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take 4d10 psychic damage. On a successful save, the spell ends.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 5th level or higher, the damage increases by 1d10 for each slot
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level above 4th.
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"""
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name = "Phantasmal Killer"
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level = 4
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@@ -93,17 +93,15 @@ class Scrying(Spell):
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and the sort of physical connection you have to it. If a target
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knows you're casting this spell, it can fail the saving throw
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voluntarily if it wants to be observed.
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Knowledge - Save Modifier
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-------------------------
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**Knowledge - Save Modifier**
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- Secondhand (you have heard of the target) - +5
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- Firsthand (you have met the target) - +0
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- Familiar (you know the target well) - -5
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Connection - Save Modifier
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--------------------------
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**Connection - Save Modifier**
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- Likeness or picture - -2
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- Possession or garment - -4
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- Body part, lock of hair, bit of nail, or the like - -10
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@@ -325,27 +323,25 @@ class ShadowOfMoil(Spell):
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class ShapeWater(Spell):
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"""You choose an area of water that you can see within range and that fits within a
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5-foot cube.
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You manipulate it in one of the following ways:
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- You
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instantaneously move or otherwise change the flow of the water as you direct, up
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to 5 feet in any direction. This movement doesn't have enough force to cause
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damage.
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- You cause the water to form into simple shapes and animate at your
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direction. This change lasts for 1 hour.
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- You change the water's color or
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opacity. The water must be changed in the same way throughout. This change lasts
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for 1 hour.
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"""You choose an area of water that you can see within range and that
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fits within a 5-foot cube. You manipulate it in one of the
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following ways:
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- You instantaneously move or otherwise change the flow of the
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water as you direct, up to 5 feet in any direction. This
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movement doesn't have enough force to cause damage.
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- You cause the water to form into simple shapes and animate at
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your direction. This change lasts for 1 hour.
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- You change the water's color or opacity. The water must be
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changed in the same way throughout. This change lasts for 1
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hour.
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- You freeze the water, provided that there are no crea- tures in
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it. The water unfreezes in 1 hour.
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If you cast this spell multiple times, you
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can have no more than two of its non-instantaneous effects active at a time, and
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you can dismiss such an effect as an action.
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it. The water unfreezes in 1 hour.
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If you cast this spell multiple times, you can have no more than
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two of its non-instantaneous effects active at a time, and you can
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dismiss such an effect as an action.
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"""
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name = "Shape Water"
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level = 0
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@@ -99,21 +99,22 @@ class Telepathy(Spell):
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class Teleport(Spell):
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"""This spell instantly transports you and up to eight willing creatures of your
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choice that you can see within range, or a single object that you can see within
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range, to a destination you select. If you target an object, it must be able to
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fit entirely inside a 10-foot cube, and it can't be held or carried by an
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"""This spell instantly transports you and up to eight willing
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creatures of your choice that you can see within range, or a
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single object that you can see within range, to a destination you
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select. If you target an object, it must be able to fit entirely
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inside a 10-foot cube, and it can't be held or carried by an
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unwilling creature.
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The destination you choose must be known to you, and it
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must be on the same plane of existence as you. Your familiarity with the
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destination determines whether you arrive there successfully. The DM rolls d100
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and consults the table.
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The destination you choose must be known to you, and it must be on
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the same plane of existence as you. Your familiarity with the
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destination determines whether you arrive there successfully. The
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DM rolls d100 and consults the table.
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================= ====== ============ ========== =========
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Familiarity Mishap Similar Area Off Target On Target
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================= ====== ============ ========== =========
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Permanent circle -- -- -- 01-100
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Permanent circle -- -- -- 01-100
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Associated object -- -- -- 01-100
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Very familiar 01–05 06–13 14–24 25–100
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Seen casually 01–33 34–43 44–53 54–100
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@@ -852,5 +853,3 @@ class Tsunami(Spell):
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid',)
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@@ -311,17 +311,18 @@ class WardingWind(Spell):
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"""A strong wind (20 miles per hour) blows around you in a 10-foot
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radius and moves with you, remaining centered on you. The wind
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lasts for the spell's duration.
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The wind has the following effects:
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- It deafens you and other creatures in its area.
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- It extinguishes unprotected flames in its area that are
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torch-sized or smaller.
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torch-sized or smaller.
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- The area is difficult terrain for creatures other than you.
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- The attack rolls of ranged weapon attacks have disadvantage if
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they pass in or out of the wind.
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they pass in or out of the wind.
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- It hedges out vapor, gas, and fog that can be dispersed by
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strong wind.
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strong wind.
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"""
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name = "Warding Wind"
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level = 2
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