Added features for all classes and subclasses

This commit is contained in:
Ben Cook
2019-01-01 01:17:54 -05:00
parent 5411084001
commit 73cb2b5e16
16 changed files with 2736 additions and 69 deletions
+134
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@@ -1813,5 +1813,139 @@ class GaseousForm(Spell):
ritual = False
magic_school = "Transmutation"
classes = ('Sorcerer', 'Warlock', 'Wizard')
class RopeTrick(Spell):
"""You touch a length of rope that is up to 60 feet long. One end of the rope then
rises into the air until the whole rope hangs perpendicular to the ground. At
the upper end of the rope, an invisible entrance opens to an extradimensional
space that lasts until the spell ends.
The extradimensional space can be
reached by climbing to the top of the rope. The space can hold as many as eight
Medium or smaller creatures. The rope can be pulled into the space, making the
rope disappear from view outside the space.
Attacks and spells cant cross
through the entrance into or out of the extradimensional space, but those inside
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
"""
name = "Rope Trick"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """Powdered corn extract and a twisted loop of parchment"""
duration = "1 hour"
ritual = False
magic_school = "Transmutation"
classes = ('Wizard',)
class Seeming(Spell):
"""This spell allows you to change the appearance of any number of creatures that
you can see within range.
You give each target you choose a new, illusory
appearance. An unwilling target can make a Charisma saving throw, and if it
succeeds, it is unaffected by this spell.
The spell disguises physicial
appearances as well as clothing, armor, weapons, and equipment. You can make
each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween.
You cant change a targets body type, so you must choose a form that has the
same basic arrangement of limbs. Otherwise, the extent of the illusion is up to
you. The spell lasts for the duration, unless you use your action to dismiss it
sooner.
The changes wrought by this spell fail to hold up to physical
inspections. For example, if you use this spell to add a hat to a creatures
outfitm objects pass through the hat, and anyone who touches it would feel
nothing or would feel the creatures head and hair. If you use this spell to
appear thinner then you are, the hand of someone who reaches out to touch you
would bump into you while it was seemingly still in midair.
A creature can use
its action to inspect a target and make an Intelligence (Investigation) check
against your spell save DC. If it succeeds, it becomes aware that the target is
disguised.
"""
name = "Seeming"
level = 5
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 's')
materials = """"""
duration = "8 hours"
ritual = False
magic_school = "Illusion"
classes = ('Bard', 'Sorcerer', 'Wizard')
class GlyphOfWarding(Spell):
"""When you cast this spell, you inscribe a glyph that harms other creatures,
either upon a surface (such as a table or a section of floor or wall) or within
an object that can be closed (such as a book, a scroll, or a treasure chest) to
conceal the glyph.
If you choose a surface, the glyph can cover an area of the
surface no larger than 10 feet in diameter. If you choose an object, that object
must remain in its place; if the object is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell ends without being
triggered.
The glyph is nearly invisible and requires a successful Intelligence
(Investigation) check against your spell save DC to be found.
You decide what
triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or standing on the glyph, removing
another object covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed. For glyphs
inscribed within an object, the most common triggers include opening that
object, approaching within a certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered, this spell ends.
You can further
refine the trigger so the spell activates only under certain circumstances or
according to physical characteristics (such as height or weight), creature kind
(for example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that dont trigger the
glyph, such as those who say a certain password.
When you inscribe the glyph,
choose explosive runes or a spell glyph.
Explosive Runes
When triggered, the
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
Spell Glyph
You can store a
prepared spell of 3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or an area. The
spell being stored has no immediate effect when cast in this way. When the glyph
is triggered, the stored spell is cast. If the spell has a target, it targets
the creature that triggered the glyph. If the spell affects an area, the area is
centered on that creature. If the spell summons hostile creatures or creates
harmful objects or traps, they appear as close as possible to the intruder and
attack it. If the spell requires concentration, it lasts until the end of its
full duration.
At Higher Levels:
"""
name = "Glyph Of Warding"
level = 3
casting_time = "1 hour"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """Incense and powdered diamond worth at least 200 gp, which the spell consumes"""
duration = "Until dispelled or triggered"
ritual = False
magic_school = "Abjuration"
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