mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-18 20:23:27 +02:00
added ALL spells; can add magic weapons/armor/shields using +X in name
This commit is contained in:
Binary file not shown.
@@ -0,0 +1,307 @@
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{
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"cells": [
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{
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"cell_type": "code",
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"execution_count": 1,
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"metadata": {},
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"outputs": [],
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"source": [
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"import pandas as pd\n",
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"from tqdm import tqdm\n",
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"import string\n",
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"import os"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 2,
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"metadata": {},
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"outputs": [],
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"source": [
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"from DnD4py.lookup_5e import DnDSpell, Roll20Spell"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 3,
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"metadata": {},
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"outputs": [],
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"source": [
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"df = pd.read_csv('all_spells.csv')"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 4,
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"metadata": {},
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"outputs": [],
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"source": [
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"spells = {}\n",
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"failed = {}"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 5,
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"metadata": {},
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"outputs": [],
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"source": [
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"names = sorted([s.lower().replace('’', '').replace('/', '').replace('\\'', '') for s in df['Name'].values])"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 7,
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"metadata": {},
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"outputs": [
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{
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"name": "stderr",
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"output_type": "stream",
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"text": [
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"100%|██████████| 461/461 [06:02<00:00, 1.27it/s]\n"
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]
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}
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],
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"source": [
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"for i, name in tqdm(enumerate(names), total=len(names)):\n",
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" if name in spells:\n",
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" continue\n",
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" try:\n",
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" spells[name] = DnDSpell(name).as_dungeonsheets_class()\n",
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" except Exception as e1:\n",
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" try:\n",
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" spells[name] = Roll20Spell(name).as_dungeonsheets_class()\n",
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" except Exception as e2:\n",
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" failed[name] = (e1, e2)\n",
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" print(f'Failed: {name}')"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 8,
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"metadata": {},
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"outputs": [],
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"source": [
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"def save_spell(name, text):\n",
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" filename = f'dungeonsheets/spells/spells_{name[0].lower()}.py'\n",
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" if os.path.isfile(filename):\n",
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" with open(filename, 'r') as f:\n",
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" current_text = f.read().strip()\n",
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" else:\n",
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" with open(filename, 'a') as f:\n",
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" f.write('from .spells import Spell\\n\\n\\n')\n",
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" current_text = ''\n",
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" if text.strip() in current_text:\n",
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" raise ValueError('Text already exists in the file')\n",
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" with open(filename, 'a') as f:\n",
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" f.write(text + '\\n')"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 9,
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"metadata": {},
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"outputs": [],
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"source": [
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"for c in string.ascii_lowercase:\n",
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" filename = f'dungeonsheets/spells/spells_{c}.py'\n",
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" if os.path.isfile(filename):\n",
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" os.remove(filename)"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 10,
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"metadata": {},
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"outputs": [
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{
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"name": "stderr",
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"output_type": "stream",
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"text": [
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"100%|██████████| 460/460 [00:00<00:00, 2537.91it/s]\n"
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]
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}
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],
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"source": [
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"for name in tqdm(sorted(spells.keys())):\n",
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" save_spell(name, spells[name])"
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]
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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},
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{
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"cell_type": "code",
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"execution_count": 2,
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"metadata": {},
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"outputs": [],
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"source": [
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"import dungeonsheets"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 3,
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"metadata": {},
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"outputs": [],
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"source": [
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"from dungeonsheets.spells import *"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 4,
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"metadata": {},
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"outputs": [],
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"source": [
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"tests = {}\n",
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"for k, v in dungeonsheets.spells.__dict__.items():\n",
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" if isinstance(v, type) and issubclass(v, dungeonsheets.spells.Spell):\n",
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" tests[k] = v()"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 5,
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"metadata": {},
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"outputs": [
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{
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"data": {
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"text/plain": [
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"\"Unknown spell\""
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]
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},
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"execution_count": 5,
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"metadata": {},
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"output_type": "execute_result"
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}
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],
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"source": [
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"tests.pop('Spell')"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 6,
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"metadata": {},
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"outputs": [],
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"source": [
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"test_char = dungeonsheets.Character()"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 7,
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"metadata": {},
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"outputs": [],
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"source": [
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"test_char._spells = test_char._spells_prepared = list(tests.values())"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 9,
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"metadata": {},
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"outputs": [],
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"source": [
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"create_spellbook_pdf(test_char, 'Entire_Spellbook')"
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]
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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},
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{
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"cell_type": "code",
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"execution_count": 10,
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"metadata": {},
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"outputs": [],
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"source": [
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"test_char.wield_weapon('Spear +1')"
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]
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},
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{
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"cell_type": "code",
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"execution_count": 11,
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"metadata": {},
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"outputs": [
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{
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"data": {
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"text/plain": [
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"[\"Spear+1\"]"
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]
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},
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"execution_count": 11,
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"metadata": {},
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"output_type": "execute_result"
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}
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],
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"source": [
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"test_char.weapons"
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]
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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},
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{
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"cell_type": "code",
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"execution_count": null,
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"metadata": {},
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"outputs": [],
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"source": []
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}
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],
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"metadata": {
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"kernelspec": {
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"display_name": "Python 3",
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"language": "python",
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"name": "python3"
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},
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"language_info": {
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"codemirror_mode": {
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"name": "ipython",
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"version": 3
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},
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"file_extension": ".py",
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"mimetype": "text/x-python",
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"name": "python",
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"nbconvert_exporter": "python",
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"pygments_lexer": "ipython3",
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"version": "3.6.4"
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}
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},
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"nbformat": 4,
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"nbformat_minor": 2
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}
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+462
@@ -0,0 +1,462 @@
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Name
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Abi-Dalzim’s Horrid Wilting
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Absorb Elements
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Acid Splash
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Aganazzar’s Scorcher
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Aid
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Alarm
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Alter Self
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Animal Friendship
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Animal Messenger
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Animal Shapes
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Animate Dead
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Animate Objects
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Antilife Shell
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Antimagic Field
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Antipathy/Sympathy
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Arcane Eye
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Arcane Gate
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Arcane Lock
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Armor of Agathys
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Arms of Hadar
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Astral Projection
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Augury
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Aura of Life
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Aura of Purity
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Aura of Vitality
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Awaken
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Bane
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Banishing Smite
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Banishment
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Barkskin
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Beacon of Hope
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Beast Bond
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Beast Sense
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Bestow Curse
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Bigby’s Hand
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Blade Barrier
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Blade Ward
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Bless
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Blight
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Blinding Smite
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Blindness/Deafness
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Blink
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Blur
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Bones of the Earth
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Booming Blade
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Branding Smite
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Burning Hands
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Call Lightning
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Calm Emotions
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Catapult
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Catnap
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Cause Fear
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Ceremony
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Chain Lightning
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Chaos Bolt
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Charm Monster
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Charm Person
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Chill Touch
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Chromatic Orb
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Circle of Death
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Circle of Power
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Clairvoyance
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Clone
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Cloud of Daggers
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Cloudkill
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Color Spray
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Command
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Commune
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Commune with Nature
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Compelled Duel
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Comprehend Languages
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Compulsion
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Cone of Cold
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Confusion
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Conjure Animals
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Conjure Barrage
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Conjure Celestial
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Conjure Elemental
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Conjure Fey
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Conjure Minor Elementals
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Conjure Volley
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Conjure Woodland Beings
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Contact Other Plane
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Contagion
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Contingency
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Continual Flame
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Control Flames
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Control Water
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Control Weather
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Control Winds
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Cordon of Arrows
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Counterspell
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Create Bonfire
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Create Food and Water
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Create Homunculus
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Create or Destroy Water
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Create Undead
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Creation
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Crown of Madness
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Crown of Stars
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Crusader’s Mantle
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Cure Wounds
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Dancing Lights
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Danse Macabre
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Darkness
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Darkvision
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Dawn
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Daylight
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Death Ward
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Delayed Blast Fireball
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Demiplane
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Destructive Wave
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Detect Evil and Good
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Detect Magic
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Detect Poison and Disease
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Detect Thoughts
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Dimension Door
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Disguise Self
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Disintegrate
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Dispel Evil and Good
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Dispel Magic
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Dissonant Whispers
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Divination
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Divine Favor
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Divine Word
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Dominate Beast
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Dominate Monster
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Dominate Person
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Dragon's Breath
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Drawmij’s Instant Summons
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Dream
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Druid Grove
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Druidcraft
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Dust Devil
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Earth Tremor
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Earthbind
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Earthquake
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Eldritch Blast
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Elemental Bane
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Elemental Weapon
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Enemies abound
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Enervation
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Enhance Ability
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Enlarge/Reduce
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Ensnaring Strike
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Entangle
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Enthrall
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Erupting Earth
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Etherealness
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Evard’s Black Tentacles
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Expeditious Retreat
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Eyebite
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Fabricate
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Faerie Fire
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False Life
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Far Step
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Fear
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Feather Fall
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Feeblemind
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Feign Death
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Find Familiar
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Find Greater Steed
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Find Steed
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||||
Find the Path
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||||
Find Traps
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||||
Finger of Death
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||||
Fire Bolt
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||||
Fire Shield
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||||
Fire Storm
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||||
Fireball
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||||
Flame Arrows
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||||
Flame Blade
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||||
Flame Strike
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||||
Flaming Sphere
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||||
Flesh to Stone
|
||||
Fly
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||||
Fog Cloud
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||||
Forbiddance
|
||||
Forcecage
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||||
Foresight
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||||
Freedom of Movement
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||||
Friends
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||||
Frostbite
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||||
Gaseous Form
|
||||
Gate
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||||
Geas
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||||
Gentle Repose
|
||||
Giant Insect
|
||||
Glibness
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||||
Globe of Invulnerability
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||||
Glyph of Warding
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||||
Goodberry
|
||||
Grasping Vine
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||||
Grease
|
||||
Greater Invisibility
|
||||
Greater Restoration
|
||||
Green-Flame Blade
|
||||
Guardian of Faith
|
||||
Guardian of Nature
|
||||
Guards and Wards
|
||||
Guidance
|
||||
Guiding Bolt
|
||||
Gust
|
||||
Gust of Wind
|
||||
Hail of Thorns
|
||||
Hallow
|
||||
Hallucinatory Terrain
|
||||
Harm
|
||||
Haste
|
||||
Heal
|
||||
Healing Spirit
|
||||
Healing Word
|
||||
Heat Metal
|
||||
Hellish Rebuke
|
||||
Heroes’ Feast
|
||||
Heroism
|
||||
Hex
|
||||
Hold Monster
|
||||
Hold Person
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||||
Holy Aura
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||||
Holy Weapon
|
||||
Hunger of Hadar
|
||||
Hunter’s Mark
|
||||
Hypnotic Pattern
|
||||
Ice Knife
|
||||
Ice Storm
|
||||
Identify
|
||||
Illusory Dragon
|
||||
Illusory Script
|
||||
Immolation
|
||||
Imprisonment
|
||||
Incendiary Cloud
|
||||
Infernal Calling
|
||||
Infestation
|
||||
Inflict Wounds
|
||||
Insect Plague
|
||||
Investiture of Flame
|
||||
Investiture of Ice
|
||||
Investiture of Stone
|
||||
Investiture of Wind
|
||||
Invisibility
|
||||
Invulnerability
|
||||
Jump
|
||||
Knock
|
||||
Legend Lore
|
||||
Leomund’s Secret Chest
|
||||
Leomund’s Tiny Hut
|
||||
Lesser Restoration
|
||||
Levitate
|
||||
Life Transference
|
||||
Light
|
||||
Lightning Arrow
|
||||
Lightning Bolt
|
||||
Lightning Lure
|
||||
Locate Animals or Plants
|
||||
Locate Creature
|
||||
Locate Object
|
||||
Longstrider
|
||||
Maddening Darkness
|
||||
Maelstrom
|
||||
Mage Armor
|
||||
Mage Hand
|
||||
Magic Circle
|
||||
Magic Jar
|
||||
Magic Missile
|
||||
Magic Mouth
|
||||
Magic Stone
|
||||
Magic Weapon
|
||||
Major Image
|
||||
Mass Cure Wounds
|
||||
Mass Heal
|
||||
Mass Healing Word
|
||||
Mass Polymorph
|
||||
Mass Suggestion
|
||||
Maximilian’s Earthen Grasp
|
||||
Maze
|
||||
Meld into Stone
|
||||
Melf’s Acid Arrow
|
||||
Melf’s Minute Meteors
|
||||
Mending
|
||||
Mental Prison
|
||||
Message
|
||||
Meteor Swarm
|
||||
Mighty Fortress
|
||||
Mind Blank
|
||||
Mind Spike
|
||||
Minor Illusion
|
||||
Mirage Arcane
|
||||
Mirror Image
|
||||
Mislead
|
||||
Misty Step
|
||||
Modify Memory
|
||||
Mold earth
|
||||
Moonbeam
|
||||
Mordenkainen’s Faithful Hound
|
||||
Mordenkainen’s Magnificent Mansion
|
||||
Mordenkainen’s Private Sanctum
|
||||
Mordenkainen’s Sword
|
||||
Move Earth
|
||||
Negative Energy Flood
|
||||
Nondetection
|
||||
Nystul’s Magic Aura
|
||||
Otiluke’s Freezing Sphere
|
||||
Otiluke’s Resilient Sphere
|
||||
Otto’s Irresistible Dance
|
||||
Pass Without Trace
|
||||
Passwall
|
||||
Phantasmal Force
|
||||
Phantasmal Killer
|
||||
Phantom Steed
|
||||
Planar Ally
|
||||
Planar Binding
|
||||
Plane Shift
|
||||
Plant Growth
|
||||
Poison Spray
|
||||
Polymorph
|
||||
Power Word Heal
|
||||
Power Word Kill
|
||||
Power Word Pain
|
||||
Power Word Stun
|
||||
Prayer of Healing
|
||||
Prestidigitation
|
||||
Primal Savagery
|
||||
Primordial Ward
|
||||
Primordial Ward
|
||||
Prismatic Spray
|
||||
Prismatic Wall
|
||||
Produce Flame
|
||||
Programmed Illusion
|
||||
Project Image
|
||||
Protection from Energy
|
||||
Protection from Evil and Good
|
||||
Protection from Poison
|
||||
Psychic Scream
|
||||
Purify Food and Drink
|
||||
Pyrotechnics
|
||||
Raise Dead
|
||||
Rary’s Telepathic Bond
|
||||
Ray of Enfeeblement
|
||||
Ray of Frost
|
||||
Ray of Sickness
|
||||
Regenerate
|
||||
Reincarnate
|
||||
Remove Curse
|
||||
Resistance
|
||||
Resurrection
|
||||
Reverse Gravity
|
||||
Revivify
|
||||
Rope Trick
|
||||
Sacred Flame
|
||||
Sanctuary
|
||||
Scatter
|
||||
Scorching Ray
|
||||
Scrying
|
||||
Searing Smite
|
||||
See invisibility
|
||||
Seeming
|
||||
Sending
|
||||
Sequester
|
||||
Shadow Blade
|
||||
Shadow of Moil
|
||||
Shape Water
|
||||
Shapechange
|
||||
Shatter
|
||||
Shield
|
||||
Shield of Faith
|
||||
Shillelagh
|
||||
Shocking Grasp
|
||||
Sickening Radiance
|
||||
Silence
|
||||
Silent Image
|
||||
Simulacrum
|
||||
Skill Empowerment
|
||||
Skywrite
|
||||
Sleep
|
||||
Sleet Storm
|
||||
Slow
|
||||
Snare
|
||||
Snilloc’s Snowball Swarm
|
||||
Soul Cage
|
||||
Spare the Dying
|
||||
Speak with Animals
|
||||
Speak with Dead
|
||||
Speak with Plants
|
||||
Spider Climb
|
||||
Spike Growth
|
||||
Spirit Guardians
|
||||
Spiritual Weapon
|
||||
Staggering Smite
|
||||
Steel Wind Strike
|
||||
Stinking Cloud
|
||||
Stone Shape
|
||||
Stoneskin
|
||||
Storm of Vengeance
|
||||
Storm Sphere
|
||||
Suggestion
|
||||
Summon Greater Demon
|
||||
Summon Lesser Demons
|
||||
Sunbeam
|
||||
Sunburst
|
||||
Swift Quiver
|
||||
Sword Burst
|
||||
Symbol
|
||||
Synaptic Static
|
||||
Tasha’s Hideous Laughter
|
||||
Telekinesis
|
||||
Telepathy
|
||||
Teleport
|
||||
Teleportation Circle
|
||||
Temple of the Gods
|
||||
Tenser’s Floating Disk
|
||||
Tenser’s Transformation
|
||||
Thaumaturgy
|
||||
Thorn Whip
|
||||
Thunder Step
|
||||
Thunderclap
|
||||
Thunderous Smite
|
||||
Thunderwave
|
||||
Tidal Wave
|
||||
Time Stop
|
||||
Tiny Servant
|
||||
Toll the Dead
|
||||
Tongues
|
||||
Transmute Rock
|
||||
Transport via Plants
|
||||
Tree Stride
|
||||
True Polymorph
|
||||
True Resurrection
|
||||
True Seeing
|
||||
True Strike
|
||||
Tsunami
|
||||
Unseen Servant
|
||||
Vampiric Touch
|
||||
Vicious Mockery
|
||||
Vitriolic Sphere
|
||||
Wall of Fire
|
||||
Wall of Force
|
||||
Wall of Ice
|
||||
Wall of Light
|
||||
Wall of Sand
|
||||
Wall of Stone
|
||||
Wall of Thorns
|
||||
Wall of Water
|
||||
Warding Bond
|
||||
Warding Wind
|
||||
Water Breathing
|
||||
Water Walk
|
||||
Watery Sphere
|
||||
Web
|
||||
Weird
|
||||
Whirlwind
|
||||
Wind Walk
|
||||
Wind Wall
|
||||
Wish
|
||||
Witch Bolt
|
||||
Word of Radiance
|
||||
Word of Recall
|
||||
Wrath of Nature
|
||||
Wrathful Smite
|
||||
Zephyr Strike
|
||||
Zone of Truth
|
||||
|
@@ -10,6 +10,16 @@ class Shield():
|
||||
def __repr__(self):
|
||||
return "\"{:s}\"".format(self.name)
|
||||
|
||||
@classmethod
|
||||
def improved_version(cls, bonus):
|
||||
bonus = int(bonus)
|
||||
|
||||
class NewShield(cls):
|
||||
name = f'+{bonus} ' + cls.name
|
||||
base_armor_class = cls.base_armor_class + bonus
|
||||
|
||||
return NewShield
|
||||
|
||||
|
||||
class WoodenShield(Shield):
|
||||
name = 'Wooden shield'
|
||||
@@ -68,6 +78,16 @@ class Armor():
|
||||
def __repr__(self):
|
||||
return "\"{:s}\"".format(self.name)
|
||||
|
||||
@classmethod
|
||||
def improved_version(cls, bonus):
|
||||
bonus = int(bonus)
|
||||
|
||||
class NewArmor(cls):
|
||||
name = f'+{bonus} ' + cls.name
|
||||
base_armor_class = cls.base_armor_class + bonus
|
||||
|
||||
return NewArmor
|
||||
|
||||
|
||||
class NoArmor(Armor):
|
||||
name = "No Armor"
|
||||
|
||||
@@ -407,7 +407,7 @@ class Character():
|
||||
spells |= set(c.spells_known) | set(c.spells_prepared)
|
||||
if self.race is not None:
|
||||
spells |= set(self.race.spells_known) | set(self.race.spells_prepared)
|
||||
return sorted(tuple(spells), key=(lambda x: (x.level, x.name)))
|
||||
return sorted(tuple(spells), key=(lambda x: (x.name)))
|
||||
|
||||
@property
|
||||
def spells_prepared(self):
|
||||
@@ -418,7 +418,7 @@ class Character():
|
||||
spells |= set(c.spells_prepared)
|
||||
if self.race is not None:
|
||||
spells |= set(self.race.spells_prepared)
|
||||
return sorted(tuple(spells), key=(lambda x: (x.level, x.name)))
|
||||
return sorted(tuple(spells), key=(lambda x: (x.name)))
|
||||
|
||||
def set_attrs(self, **attrs):
|
||||
"""Bulk setting of attributes. Useful for loading a character from a
|
||||
|
||||
@@ -39,9 +39,9 @@
|
||||
|
||||
\noindent
|
||||
\textbf{Casting Time:} [[ spl.casting_time ]] \\
|
||||
\textbf{Duration:} [[ spl.duration ]]\\
|
||||
\textbf{Range:} [[ spl.casting_range ]] \\
|
||||
\textbf{Components:} [[ spl.component_string ]] \\
|
||||
\textbf{Duration:} [[ spl.duration ]]
|
||||
\textbf{Components:} [[ spl.component_string ]]
|
||||
|
||||
[[ spl.__doc__|rst_to_latex ]]
|
||||
|
||||
|
||||
@@ -1,8 +1,27 @@
|
||||
from .spells import Spell, create_spell
|
||||
from .spells_a_d import *
|
||||
from .spells_e_i import *
|
||||
from .spells_j_m import *
|
||||
from .spells_n_r import *
|
||||
from .spells_s_u import *
|
||||
from .spells_v_z import *
|
||||
from .unsorted_spells import *
|
||||
from .spells_a import *
|
||||
from .spells_b import *
|
||||
from .spells_c import *
|
||||
from .spells_d import *
|
||||
from .spells_e import *
|
||||
from .spells_f import *
|
||||
from .spells_g import *
|
||||
from .spells_h import *
|
||||
from .spells_i import *
|
||||
from .spells_j import *
|
||||
from .spells_k import *
|
||||
from .spells_l import *
|
||||
from .spells_m import *
|
||||
from .spells_n import *
|
||||
from .spells_o import *
|
||||
from .spells_p import *
|
||||
from .spells_q import *
|
||||
from .spells_r import *
|
||||
from .spells_s import *
|
||||
from .spells_t import *
|
||||
from .spells_u import *
|
||||
from .spells_v import *
|
||||
from .spells_w import *
|
||||
from .spells_x import *
|
||||
from .spells_y import *
|
||||
from .spells_z import *
|
||||
|
||||
@@ -0,0 +1,826 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class AbiDalzimsHorridWilting(Spell):
|
||||
"""You draw the moisture from every creature in a 30-foot cube centered on a point
|
||||
you choose within range. Each creature in that area must make a Constitution
|
||||
saving throw. Constructs and undead aren’t affected, and plants and water
|
||||
elementals make this saving throw with disadvantage. A creature takes 12d8
|
||||
necrotic damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs,
|
||||
wither and die instantly.
|
||||
"""
|
||||
name = "Abi-Dalzims Horrid Wilting"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of sponge"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class AbsorbElements(Spell):
|
||||
"""1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder
|
||||
damage
|
||||
|
||||
The spell captures some of the incoming energy, lessening its effect on
|
||||
you and storing it for your next melee attack. You have resistance to the
|
||||
triggering damage type until the start of your next turn. Also, the first time
|
||||
you hit with a melee attack on your next turn, the target takes an extra 1d6
|
||||
damage of the triggering type, and the spell ends.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the extra damage
|
||||
increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Absorb Elements"
|
||||
level = 1
|
||||
casting_time = "Special"
|
||||
casting_range = "Self"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "1 round"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Druid', 'Ranger', 'Wizard', 'Sorcerer')
|
||||
|
||||
|
||||
class AcidSplash(Spell):
|
||||
"""You hurl a bubble of acid.
|
||||
Choose one creature within range, or choose two
|
||||
creatures within range that are within 5 feet of each other. A target must
|
||||
succeed on a Dexterity saving throw or take 1d6 acid damage.
|
||||
|
||||
At Higher Levels:
|
||||
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level
|
||||
(3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Acid Splash"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class AganazzarsScorcher(Spell):
|
||||
"""A line of roaring flame 30 feet long and 5 feet wide emanates from you in a
|
||||
direction you choose.
|
||||
Each creature in the line must make a Dexterity saving
|
||||
throw. A creature takes 3d8 fire damage on a failed save, or half as much damage
|
||||
on a successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 3rd level or higher, the damage increases by 1d8 for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
name = "Aganazzars Scorcher"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A red dragon’s scale"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Aid(Spell):
|
||||
"""Your spell bolsters your allies with toughness and resolve.
|
||||
Choose up to three
|
||||
creatures within range. Each target’s hit point maximum and current hit points
|
||||
increase by 5 for the duration.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using a spell slot of 3rd level or higher, a target’s hit points increase by an
|
||||
additional 5 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Aid"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny strip of white cloth"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
class Alarm(Spell):
|
||||
"""You set an alarm against unwanted intrusion.
|
||||
Choose a door, a window, or an
|
||||
area within range that is no larger than a 20-foot cube. Until the spell ends,
|
||||
an alarm alerts you whenever a tiny or larger creature touches or enters the
|
||||
warded area. When you cast the spell, you can designate creatures that won’t set
|
||||
off the alarm. You also choose whether the alarm is mental or audible.
|
||||
|
||||
A
|
||||
mental alarm alerts you with a ping in your mind if you are within 1 mile of the
|
||||
warded area. This ping awakens you if you are sleeping.
|
||||
An audible alarm
|
||||
produces the sound of a hand bell for 10 seconds within 60 feet.
|
||||
"""
|
||||
name = "Alarm"
|
||||
level = 1
|
||||
casting_time = "1 minute"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny bell and a piece of fine silver wire"""
|
||||
duration = "8 hours"
|
||||
ritual = True
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Ranger', 'Wizard')
|
||||
|
||||
|
||||
class AlterSelf(Spell):
|
||||
"""You assume a different form.
|
||||
When you cast the spell, choose one of the
|
||||
following options, the effects of which last for the duration of the spell.
|
||||
While the spell lasts, you can end one option as an action to gain the benefits
|
||||
of a different one.
|
||||
|
||||
Aquatic Adaptation. You adapt your body to an aquatic
|
||||
environment, sprouting gills, and growing webbing between your fingers. You can
|
||||
breathe underwater and gain a swimming speed equal to your walking speed.
|
||||
Change
|
||||
Appearance. You transform your appearance. You decide what you look like,
|
||||
including your height, weight, facial features, sound of your voice, hair
|
||||
length, coloration, and distinguishing characteristics, if any. You can make
|
||||
yourself appear as a member of another race, though none of your statistics
|
||||
change. You also don’t appear as a creature of a different size than you, and
|
||||
your basic shape stays the same; if you're bipedal, you can’t use this spell to
|
||||
become quadrupedal, for instance. At any time for the duration of the spell, you
|
||||
can use your action to change your appearance in this way again.
|
||||
Natural
|
||||
Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
|
||||
your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
|
||||
damage, as appropriate to the natural weapon you chose, and you are proficient
|
||||
with your unarmed strikes. Finally, the natural weapon is magic and you have a
|
||||
+1 bonus to the attack and damage rolls you make using it.
|
||||
"""
|
||||
name = "Alter Self"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class AnimalFriendship(Spell):
|
||||
"""This spell lets you convince a beast that you mean it no harm.
|
||||
Choose a beast
|
||||
that you can see within range. It must see and hear you. If the beast’s
|
||||
Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
|
||||
on a Wisdom saving throw or be charmed by you for the spell’s duration. If you
|
||||
or one of your companions harms the target, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, you can
|
||||
affect one additional beast for each slot level above 1st.
|
||||
"""
|
||||
name = "Animal Friendship"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A morsel of food"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class AnimalMessenger(Spell):
|
||||
"""By means of this spell, you use an animal to deliver a message.
|
||||
Choose a Tiny
|
||||
beast you can see within range, such as a squirrel, a blue ray, or a bat. You
|
||||
specify a location, which you must have visited, and a recipient who matches a
|
||||
general description, such as a man or woman dressed in the uniform of the town
|
||||
guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
|
||||
up to twenty-five words. The target beast travels for the duration of the spell
|
||||
towards the specified location, covering about 50 miles per 24 hours for a
|
||||
flying messenger or 25 miles for other animals.
|
||||
|
||||
When the messenger arrives, it
|
||||
delivers your message to the creature that you described, replicating the sound
|
||||
of your voice. The messenger speaks only to a creature matching the description
|
||||
you gave. If the messenger doesn’t reach its destination before the spell ends,
|
||||
the message is lost, and the beast makes it way back to where you cast this
|
||||
spell.
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell slot of 3rd level
|
||||
or higher, the duration of the spell increases by 48 hours for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
name = "Animal Messenger"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A morsel of food"""
|
||||
duration = "24 hours"
|
||||
ritual = True
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class AnimalShapes(Spell):
|
||||
"""Your magic turns others into beasts.
|
||||
Choose any number of willing creatures
|
||||
that you can see within range. You transform each target into the form of a
|
||||
large or smaller beast with a challenge rating of 4 or lower. On subsequent
|
||||
turns, you can use your actions to transform affected creatures into new forms.
|
||||
|
||||
|
||||
The transformation lasts for the duration for each target, or until the target
|
||||
drops to 0 hit points or dies. You can choose a different form for each target.
|
||||
A target’s game statistics are replaced by the statistics of the chosen beast,
|
||||
though the target retains its alignment and Intelligence, Wisdom, and Charisma
|
||||
scores. The target assumes the hit points of its new form, and when it reverts
|
||||
to its normal form, it returns to the number of hit point it had before it
|
||||
transformed. If it reverts as a result of dropping to 0 hit points, any excess
|
||||
damage carries over to its normal form. As long as the excess damage doesn’t
|
||||
reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious.
|
||||
The creature is limited in the actions it can perform by the nature of its new
|
||||
form, and it can’t speak or cast spells.
|
||||
|
||||
The target’s gear melds into the new
|
||||
form. The target can’t activate, wield, or otherwise benefit from any of its
|
||||
equipment.
|
||||
"""
|
||||
name = "Animal Shapes"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 24 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class AnimateDead(Spell):
|
||||
"""This spell creates an undead servant.
|
||||
Choose a pile of bones or a corpse of a
|
||||
Medium or Small humanoid within range. Your spell imbues the target with a foul
|
||||
mimicry of life, raising it as an undead creature. The target becomes a skeleton
|
||||
if you chose bones or a zombie if you chose a corpse (the DM has the creature’s
|
||||
game statistics).
|
||||
|
||||
On each of your turns, you can use a bonus action to
|
||||
mentally command any creature you made with this spell if the creature is within
|
||||
60 feet of you (if you control multiple creatures, you can command any or all
|
||||
of them at the same time, issuing the same command to each one). You decide what
|
||||
action the creature will take and where it will move during its next turn, or
|
||||
you can issue a general command, such as to guard a particular chamber or
|
||||
corridor. If you issue no commands, the creature only defends itself against
|
||||
hostile creatures. Once given an order, the creature continues to follow it
|
||||
until its task is complete.
|
||||
|
||||
The creature is under your control for 24 hours,
|
||||
after which it stops obeying any command you’ve given it. To maintain the
|
||||
control of the creature for another 24 hours, you must cast this spell on the
|
||||
creature again before the current 24-hour period ends. This use of the spell
|
||||
reasserts your control over up to four creatures you have animated with this
|
||||
spell, rather than animating a new one.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 4th level or higher, you animate or reassert control
|
||||
over two additional undead creatures for each slot level above 3rd. Each of the
|
||||
creatures must come from a different corpse or pile of bones.
|
||||
"""
|
||||
name = "Animate Dead"
|
||||
level = 3
|
||||
casting_time = "1 minute"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of blood, a piece of flesh, and a pinch of bone dust"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Wizard')
|
||||
|
||||
|
||||
class AnimateObjects(Spell):
|
||||
"""Objects come to life at your command.
|
||||
Choose up to ten nonmagical objects
|
||||
within range that are not being worn or carried. Medium targets count as two
|
||||
objects, Large targets count as four objects, Huge targets count as eight
|
||||
objects. You can’t animate any object larger than Huge. Each target animates and
|
||||
becomes a creature under your control until the spell ends or until reduced to
|
||||
0 hit points.
|
||||
|
||||
As a bonus action, you can mentally command any creature you
|
||||
made with this spell if the creature is within 500 feet of you (if you control
|
||||
multiple creatures, you can command any or all of them at the same time, issuing
|
||||
the same command to each one). You decide what action the creature will take
|
||||
and where it will move during its next turn, or you can issue a general command,
|
||||
such as to guard a particular chamber or corridor. If you issue no commands,
|
||||
the creature only defends itself against hostile creatures. Once given an order,
|
||||
the creature continues to follow it until its task is complete.
|
||||
|
||||
Animated
|
||||
Object Statistics
|
||||
Tiny – HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
|
||||
Str: 4, Dex: 18
|
||||
Small – HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str:
|
||||
6, Dex: 14
|
||||
Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
|
||||
10, Dex: 12
|
||||
Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
|
||||
14, Dex: 10
|
||||
Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18,
|
||||
Dex: 6
|
||||
|
||||
An animated object is a construct with AC, hit points, attacks,
|
||||
Strength, and Dexterity determine by its size. Its Constitution is 10 and its
|
||||
Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if
|
||||
the objects lack legs or other appendages it can use for locomotion, it instead
|
||||
has a flying speed of 30 feet and can hover. If the object is securely attached
|
||||
to a surface or larger object, such as a chain bolted to a wall, its speed is 0.
|
||||
It has blindsight with a radius of 30 feet and is blind beyond that distance.
|
||||
When the animated object drops to 0 hit points, it reverts to its original
|
||||
object form, and any remaining damage carries over to its original object form.
|
||||
|
||||
|
||||
If you command an object to attack, it can make a single melee attack against
|
||||
a creature within 5 feet of it. It makes a slam attack with an attack bonus and
|
||||
bludgeoning damage determine by its size. The DM might rule that a specific
|
||||
object inflicts slashing or piercing damage based on its form.
|
||||
|
||||
At Higher
|
||||
Levels: If you cast this spell using a spell slot of 6th level or higher, you
|
||||
can animate two additional objects for each slot level above 5th.
|
||||
"""
|
||||
name = "Animate Objects"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class AntilifeShell(Spell):
|
||||
"""A shimmering barrier extends out from you in a 10-foot radius and moves with
|
||||
you, remaining centered on you and hedging out creatures other than undead and
|
||||
constructs.
|
||||
The barrier lasts for the duration. The barrier prevents an
|
||||
affected creature from passing or reaching through. An affected creature can
|
||||
cast spells or make attacks with ranged or reach weapons through the barrier.
|
||||
|
||||
If you move so that an affect creature is forced to pass through the barrier,
|
||||
the spell ends.
|
||||
"""
|
||||
name = "Antilife Shell"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (10-foot radius)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class AntimagicField(Spell):
|
||||
"""A 10-foot-radius invisible sphere of antimagic surrounds you.
|
||||
This area is
|
||||
divorced from the magical energy that suffeses the multiverse. Within the
|
||||
sphere, spells can’t be cast, summoned creatures disappear, and even magic items
|
||||
become mundane. Until the spell ends, the spere moves with you, centered on
|
||||
you.
|
||||
Spells and other magical effects, except those created by an artifact or a
|
||||
deity, are suppressed in the sphere and can’t protrude into it. A slot expended
|
||||
to cast a suppressed spell is consumed. While an effect is suppressed, it
|
||||
doesn’t function, but the time it spends suppressed counts against its duration.
|
||||
|
||||
|
||||
Targeted Effects.
|
||||
Spells and other magical effects, such as magic missle and
|
||||
charm person, that target a creature or an object in the sphere have no effect
|
||||
on that target.
|
||||
|
||||
Areas of Magic.
|
||||
The area of another spell or magical effect,
|
||||
such as fireball, can’t extend into the sphere. If the sphere overlaps an area
|
||||
of magic, the part of the area that is covered by the sphere is suppressed. For
|
||||
example, the flames created by a wall of fire are suppressed within the sphere,
|
||||
creating a gap in the wall if the overlap is large enough.
|
||||
|
||||
Spells.
|
||||
Any
|
||||
active spell or other magical effect on a creature or an object in the sphere is
|
||||
suppressed while the creature or object is in it.
|
||||
|
||||
Magic Items.
|
||||
The
|
||||
properties and powers of magic items are suppressed in the sphere. Forexample, a
|
||||
+1 longsword in the sphere functions as a nonmagical longsword. A magic
|
||||
weapon’s properties and powers are suppressed if it is used against a target in
|
||||
the sphere or wielded by an attacker in the sphere. If a magic weapon or piece
|
||||
of magic ammunition fully leaves the sphere (For example, if you fire a magic
|
||||
arrow or throw a magic spear at a target outside the sphere), the magic of the
|
||||
item ceases to be supressed as soon as it exits.
|
||||
|
||||
Magical Travel.
|
||||
|
||||
Teleportation and planar travel fail to work in the sphere, whether the sphere
|
||||
is the destination or the departure point for such magical travel. A portal to
|
||||
another location, world, or plane of existence, as well as an opening to an
|
||||
extradimensional space such as that created by the rope trick spells,
|
||||
temporarily closes while in the sphere.
|
||||
|
||||
Creatures and Objects.
|
||||
A creature or
|
||||
object summoned or created by magic temporarily winks out of existence in the
|
||||
sphere. Such a creature instantly reappears once the space the creature occupied
|
||||
is no longer withinthe sphere.
|
||||
|
||||
Dispel Magic.
|
||||
Spells and magical effects such
|
||||
as dispel magic have no effect on the sphere. Likewise, the spheres created by
|
||||
different antimagic field spells don’t nullify each other.
|
||||
"""
|
||||
name = "Antimagic Field"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (10-foot-radius sphere)"
|
||||
components = ('V', 'SM')
|
||||
materials = """A pinch of powdered iron or iron filings"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Wizard')
|
||||
|
||||
|
||||
class Antipathysympathy(Spell):
|
||||
"""This spell attracts or repels creatures of your choice.
|
||||
You target something
|
||||
within range, either a Huge or smaller object or creature or an area that is no
|
||||
larger than a 200-foot cube. Then specify a kind of intelligent creature, such
|
||||
as red dragons, goblins, or vampires. You invest the target with an aura that
|
||||
either attracts or repels the specified creatures for the duration. Choose
|
||||
antipathy or sympathy as the aura’s effect.
|
||||
|
||||
Antipathy.
|
||||
The enchantment causes
|
||||
creatures of the kind you designated to feel an intense urge to leave the area
|
||||
and avoid the target. When such a creature can see the target or comes within 60
|
||||
feet of it, the creature must succeed on a Wisdom saving throw or
|
||||
become frightened. The creature remains frightened while it can see the target
|
||||
or is within 60 feet of it. While frightened by the target, the creature must
|
||||
use its movement to move to the nearest safe spot from which it can’t see the
|
||||
target. If the creature moves more than 60 feet from the target and can’t see
|
||||
it, the creature is no longer frightened, but the creature becomes frightened
|
||||
again if it regains sight of the target or moves within 60 feet of it.
|
||||
|
||||
|
||||
Sympathy.
|
||||
The enchantment causes the specified creatures to feel an intense
|
||||
urge to approach the target while within 60 feet of it or able to see it. When
|
||||
such a creature can see the target or comes within 60 feet o fit, the creature
|
||||
must succeed on a Wisdom saving throw or use its movement on each of its turns
|
||||
to enter the area or move within reach of the target. When the creature has done
|
||||
so, it can’t willingly move away from the target. If the target damages or
|
||||
otherwise harms an affected creature, the affected creature can make a
|
||||
Wisdom saving throw to end the effect, as described below.
|
||||
|
||||
Ending the Effect.
|
||||
|
||||
If an affected creature ends its turn while not within 60 feet of the target
|
||||
or able to see it, the creature makes a Wisdom saving throw. On a successful
|
||||
save, the creature is no longer affected by the target and recognizes the
|
||||
feeling of repugnance or attraction as magical. In addition, a creature affected
|
||||
by the spell is allowed another Wisdom saving throw every 24 hours while the
|
||||
spell persists.
|
||||
A creature that successfully saves against this effect is
|
||||
immune to it for 1 minute, after which time it can be affected again.
|
||||
"""
|
||||
name = "Antipathysympathy"
|
||||
level = 8
|
||||
casting_time = "1 hour"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect"""
|
||||
duration = "10 days"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Druid', 'Wizard')
|
||||
|
||||
|
||||
class ArcaneEye(Spell):
|
||||
"""You create an invisible, magical eye within range that hovers in the air for the
|
||||
duration.
|
||||
You mentally receive visual information from the eye, which has
|
||||
normal vision and darkvision out to 30 feet. The eye can look in every
|
||||
direction.
|
||||
As an action, you can move the eye up to 30 feet in any direction.
|
||||
There is no limit to how far away from you the eye can move, but it can’t enter
|
||||
another plane of existence. A solid barrier blocks the eye’s movement, but the
|
||||
eye can pass through an opening as small as 1 inch in diameter.
|
||||
"""
|
||||
name = "Arcane Eye"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of bat fur"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class ArcaneGate(Spell):
|
||||
"""You create linked teleportation portals that remain open for the duration.
|
||||
|
||||
Choose two points on the ground that you can see, one point within 10 feet of
|
||||
you and one point within 500 feet of you. A circular portal, 10 feet in
|
||||
diameter, opens over each point. If the portal would open in the space occupied
|
||||
by a creature, the spell fails, and the casting is lost.
|
||||
|
||||
The portals are two-
|
||||
dimensional glowing rings filled with mist, hovering inches from the ground and
|
||||
perpendicular to it at the points you choose. A ring is visible only from one
|
||||
side (your choice), which is the side that functions as a portal.
|
||||
|
||||
Any
|
||||
creature or object entering the portal exits from the other portal as if the two
|
||||
were adjacent to each other; passing through a portal from the nonportal side
|
||||
has no effect. The mist that fills each portal is opaque and blocks vision
|
||||
through it. On your turn, you can rotate the rings as a bonus action so that the
|
||||
active side faces in a different direction.
|
||||
"""
|
||||
name = "Arcane Gate"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "500 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class ArcaneLock(Spell):
|
||||
"""You touch a closed door, window, gate, chest, or other entryway, and
|
||||
it becomes locked for the duration. You and the creatures you
|
||||
designate when you cast this spell can open the object normally. You
|
||||
can also set a password that, when spoken within 5 feet of the object,
|
||||
suppresses this spell for 1 minute. Otherwise, it is impassable until
|
||||
it is broken or the spell is dispelled or suppressed. Casting knock
|
||||
on the object suppresses arcane lock for 10 minutes.
|
||||
|
||||
While affected
|
||||
by this spell, the object is more difficult to break or force open;
|
||||
the DC to break it or pick any locks on it increases by 10.
|
||||
"""
|
||||
name = "Arcane Lock"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Gold dust worth at least 25 gp, which the spell consumes"""
|
||||
duration = "Until dispelled"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class ArmorOfAgathys(Spell):
|
||||
"""A protective magical force surrounds you, manifesting as a spectral frost that
|
||||
covers you and your gear.
|
||||
You gain 5 temporary hit points for the duration. If
|
||||
a creature hits you with a melee attack while you have these hit points, the
|
||||
creature takes 5 cold damage.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 2nd level or higher, both the temporary hit points and the cold
|
||||
damage increase by 5 for each slot
|
||||
"""
|
||||
name = "Armor Of Agathys"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A cup of water"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class ArmsOfHadar(Spell):
|
||||
"""You invoke the power of Hadar, the Dark Hunger.
|
||||
Tendrils of dark energy erupt
|
||||
from you and batter all creatures within 10 feet of you. Each creature in that
|
||||
area must make a Strength saving throw. On a failed save, a target takes 2d6
|
||||
necrotic damage and can’t take reactions until its next turn. On a successful
|
||||
save, the creature takes half damage, but suffers no other effect.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
|
||||
damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Arms Of Hadar"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (10-foot radius)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class AstralProjection(Spell):
|
||||
"""You and up to eight willing creatures within range project your astral bodies
|
||||
into the Astral Plane (the spell fails and the casting is wasted if you are
|
||||
already on that plane).
|
||||
The material body you leave behind is unconscious and
|
||||
in a state of suspended animation; it doesn’t need food or air and doesn’t age.
|
||||
|
||||
|
||||
Your astral body resembles your mortal form in almost every way, replicating
|
||||
your game statistics and possessions. The principal difference is the addition
|
||||
of a silvery cord that extends from between your shoulder blades and trails
|
||||
behind you, fading to invisibility after 1 foot. This cord is your tether to
|
||||
your material body. As long as the tether remains intact, you can find your
|
||||
way home. If the cord is cut something that can happen only when an effect
|
||||
specifically states that it does your soul and body are separated, killing you
|
||||
instantly.
|
||||
|
||||
Your astral form can freely travel through the Astral Plane and can
|
||||
pass through portals there leading to any other plane. If you enter a new plane
|
||||
or return to the plane you were on when casting this spell, your body
|
||||
and possessions are transported along the silver cord, allowing you to re-enter
|
||||
your body as you enter the new plane. Your astral form is a separate
|
||||
incarnation. Any damage or other effects that apply to it have no effect on
|
||||
your physical body, nor do they persist when you return to it. The spell ends
|
||||
for you and your companions when you use your action to dismiss it. When the
|
||||
spell ends, the affected creature returns to its physical body, and it awakens.
|
||||
|
||||
|
||||
The spell might also end early for you or one of your companions. A successful
|
||||
dispel magic spell used against an astral or physical body ends the spell for
|
||||
that creature. If a creature’s original body or its astral form drops to 0 hit
|
||||
points, the spell ends for that creature. If the spell ends and the silver cord
|
||||
is intact, the cord pulls the creature’s astral form back to its body, ending
|
||||
its state of suspended animation. If you are returned to your body prematurely,
|
||||
your companions remain in their astral forms and must find their own way back to
|
||||
their bodies, usually by dropping to 0 hit points.
|
||||
"""
|
||||
name = "Astral Projection"
|
||||
level = 9
|
||||
casting_time = "1 hour"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes"""
|
||||
duration = "Special"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Augury(Spell):
|
||||
"""By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or
|
||||
employing some other divining tool, you receive an omen from an otherworldly
|
||||
entity about the results of a specific course of action that you plan to take
|
||||
within the next 30 minutes. The DM chooses from the following possible omens:
|
||||
|
||||
|
||||
• Weal, for good results
|
||||
• Woe, for bad results
|
||||
• Weal and woe, for both good
|
||||
and bad results
|
||||
• Nothing, for results that aren’t especially good or bad
|
||||
|
||||
The
|
||||
spell doesn’t take into account any possible circumstances that might change
|
||||
the outcome, such as the casting of additional spells or the loss or gain of a
|
||||
companion. If you cast the spell two or more times before completing your
|
||||
next long rest, there is a cumulative 25 percent chance for each casting after
|
||||
the first that you get a random reading. The DM makes this roll in secret.
|
||||
"""
|
||||
name = "Augury"
|
||||
level = 2
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Specially marked sticks, bones, or similar tokens worth at least 25 gp"""
|
||||
duration = "Instantaneous"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class AuraOfLife(Spell):
|
||||
"""Life-preserving energy radiates from you in an aura with a 30-foot radius.
|
||||
|
||||
Until the spll ends, the aura moves with you, centered on you. Each nonhostile
|
||||
creature in the aura (including you) has resistance to necrotic damage, and its
|
||||
hit point maximum can’t be reduced. In addition, a nonhostile, living creature
|
||||
regains 1 hit point when it starts its turn in the arua with 0 hit points.
|
||||
"""
|
||||
name = "Aura Of Life"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (30-foot radius)"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class AuraOfPurity(Spell):
|
||||
"""Purifying energy radiates from you in an aura with a 30-foot radius.
|
||||
Until the
|
||||
spell ends, the aura moves with you, centered on you. Each nonhostile creature
|
||||
in the aura (including you) can’t become diseased, has resistance to poison
|
||||
damage, and has advantage on saving throws against effects that cause any of the
|
||||
following conditions: blnded, charmed, deafended, frightened, paralyzed,
|
||||
poisoned, and stunned.
|
||||
"""
|
||||
name = "Aura Of Purity"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (30-foot radius)"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class AuraOfVitality(Spell):
|
||||
"""Healing energy radiates from you in an aura with a 30-foot radius.
|
||||
Until the
|
||||
spell ends, the aura moves with you, centered on you. You can use a bonus action
|
||||
to cause one creature in the aura (including you) to regain 2d6 hit points.
|
||||
"""
|
||||
name = "Aura Of Vitality"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (30-foot radius)"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class Awaken(Spell):
|
||||
"""After spending the casting time tracing magical pathways within a precious
|
||||
gemstone, you touch a huge or smaller beast or plant.
|
||||
The target must have
|
||||
either no Intelligence score or an Intelligence of 3 or less. The target gains
|
||||
an Intelligence of 10. The target also gains the ability to speak one language
|
||||
you know. If the target is a plant, it gains the ability to move its limbs,
|
||||
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn’s.
|
||||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||||
statistics for the awakened shrub or the awakened tree.
|
||||
|
||||
The awakened beast or
|
||||
plant is charmed by you for 30 days or until you and your companions do anything
|
||||
harmful to it. When the charmed condition ends, the awakened creature chooses
|
||||
whether to remain friendly to you, based on how you treated it while it was
|
||||
charmed.
|
||||
"""
|
||||
name = "Awaken"
|
||||
level = 5
|
||||
casting_time = "8 hours"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An agate worth at least 1,000 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Druid')
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,555 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class Bane(Spell):
|
||||
"""Up to three creatures of your choice that you can see within range must make
|
||||
Charisma saving throws. Whenever a target that fails this saving throw makes an
|
||||
attack roll or a saving throw before the spell ends, the target must roll a d4
|
||||
and subtract the number rolled from the attack roll or saving throw.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spelslot of 2nd level or higher, you
|
||||
can target one aditional creature for each slot level above 1st.
|
||||
"""
|
||||
name = "Bane"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of blood"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Cleric')
|
||||
|
||||
|
||||
class BanishingSmite(Spell):
|
||||
"""The next time you hit a creature with a weapon attack before this spell ends,
|
||||
your weapon crackles with force, and the attack deals an extra 5d10 force damage
|
||||
to the target. Additionally, if this attack reduces the target to 50 hit points
|
||||
of fewer, you banish it. If the target is native to a different plane of
|
||||
existence than the on you’re on, the target disappears, returning to its home
|
||||
plane. If the target is native to the plane you’re on, the creature vanishes
|
||||
into a harmless demiplane. While there, the target is incapacitated. It remains
|
||||
there until the spell ends, at which point the target reappears in the space it
|
||||
left or in the nearest unoccupied space if that space is occupied.
|
||||
"""
|
||||
name = "Banishing Smite"
|
||||
level = 5
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class Banishment(Spell):
|
||||
"""You attempt to send one creature that you can see within range to another place
|
||||
of existence. The target must succeed on a Charisma saving throw or be banished.
|
||||
|
||||
|
||||
If the target is native to the plane of existence you’re on, you banish the
|
||||
target to a harmless demiplane. While there, the target is incapacitated. The
|
||||
target remains there until the spell ends, at which point the target reappears
|
||||
in the space it left or in the nearest unoccupied space if that space is
|
||||
occupied.
|
||||
|
||||
If the target is native to a different plane of existence that the
|
||||
one you’re on, the target is banished with a faint popping noise, returning to
|
||||
its home plane.
|
||||
If the spell ends before 1 minute has passed, the target
|
||||
reappears in the space it left or in the nearest unoccupied space if that space
|
||||
is occupied. Otherwise, the target doesn’t return.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
additional creature for each slot level above 4th.
|
||||
"""
|
||||
name = "Banishment"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An item distasteful to the target"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Paladin', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Barkskin(Spell):
|
||||
"""You touch a willing creature. Until the spellends, the target’s skin has a
|
||||
rough, bark-like appearance, and the target’s AC can’t be less than 16,
|
||||
regardless of what kind of armor it is wearing.
|
||||
"""
|
||||
name = "Barkskin"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A handful of oak bark"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class BeaconOfHope(Spell):
|
||||
"""This spell bestows hope and vitality. Choose any number of creatures within
|
||||
range. For the duration, each target has advantage on Wisdom saving throws and
|
||||
death saving throws, and regains the maximum number of hit points possible from
|
||||
any healing.
|
||||
"""
|
||||
name = "Beacon Of Hope"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class BeastBond(Spell):
|
||||
"""You establish a telepathic link with one beast you touch that is friendly to you
|
||||
or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher.
|
||||
Until the spell ends, the link is active while you and the beast are within line
|
||||
of sight of each other. Through the link, the beast can understand your
|
||||
telepathic messages to it, and it can telepathically communicate simple emotions
|
||||
and concepts back to you. While the link is active, the beast gains advantage
|
||||
on attack rolls against any creature within 5 feet of you that you can see.
|
||||
"""
|
||||
name = "Beast Bond"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of fur wrapped in a cloth"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class BeastSense(Spell):
|
||||
"""You touch a willing beast. For the duration of the spell, you can use your
|
||||
action to see through the beast’s eyes and hear what it hears, and continue to
|
||||
do so until you use your action to return to your normal senses.
|
||||
"""
|
||||
name = "Beast Sense"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class BestowCurse(Spell):
|
||||
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
|
||||
become cursed for the duration of the spell. When you cast this spell, choose
|
||||
the nature of the curse from the following options:* Choose one ability score.
|
||||
While cursed, the target has disadvantage on ability checks and saving throws
|
||||
made with that ability score.* While cursed, the target has disadvantage on
|
||||
attack rolls against you.* While cursed, the target must make a Wisdom saving
|
||||
throw at the start of each of its turns. If it fails, it wastes its action that
|
||||
turn doing nothing.* While the target is cursed, your attacks and spells deal an
|
||||
extra 1d8 necrotic damage to the target.
|
||||
|
||||
A remove curse spell ends this
|
||||
effect. At the DM’s option, you may choose an alternative curse effect, but it
|
||||
should be no more powerful than those described above.
|
||||
The DM has final say on
|
||||
such a curse’s effect.
|
||||
|
||||
At Higher Levels: If you cast this spell using a spell
|
||||
slot of 4th level or higher, the duration is concentration, up to 10 minutes.
|
||||
|
||||
If you use a spell slot of 5th level or higher, the duration is 8 hours.
|
||||
If
|
||||
you use a spell slot of 7th level or higher, the duration is 24 hours.
|
||||
If you
|
||||
use a 9th level spell slot, the spell lasts until it is dispelled.
|
||||
Using a
|
||||
spell slot of 5th level or higher grants a duration that doesn’t require
|
||||
concentration.
|
||||
"""
|
||||
name = "Bestow Curse"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Cleric', 'Wizard')
|
||||
|
||||
|
||||
class BigbysHand(Spell):
|
||||
"""You create a Large hand of shimmering, translucent force in an unoccupied space
|
||||
that you can see within range. The hand lasts for the spell’s duration, and it
|
||||
moves at your command, mimicking the movements of your own hand.
|
||||
|
||||
The hand is
|
||||
an object that has AC 20 and hit points equal to your hit point maximum. If it
|
||||
drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a
|
||||
Dexterity of 10 (+0). The hand doesn’t fill its space.
|
||||
|
||||
When you cast the spell
|
||||
and as a bonus action on your subsequent turns, you can move the hand up to 60
|
||||
feet and then cause one of the following effects with it.
|
||||
|
||||
Clenched Fist
|
||||
The
|
||||
hand strikes one creature or object within 5 feet of it. Make a melee spell
|
||||
attack for the hand using your game statistics. On a hit, the target takes 4d8
|
||||
force damage.
|
||||
|
||||
Forceful Hand
|
||||
The hand attempts to push a creature within 5 feet
|
||||
of it in a direction you choose. Make a check with the hand’s Strength
|
||||
contested by the Strength (Athletics) check of the target. If the target is
|
||||
Medium or smaller, you have advantage on the check. If you succeed, the hand
|
||||
pushes the target up to 5 feet plus a number of feet equal to five times your
|
||||
spellcasting ability modifier. The hand moves with the target to remain within 5
|
||||
feet of it.
|
||||
|
||||
Grasping Hand
|
||||
The hand attempts to grapple a Huge or smaller
|
||||
creature within 5 feet of it. You use the hand’s Strength score to resolve the
|
||||
grapple. If the target is Medium or smaller, you have advantage on the check.
|
||||
While the hand is grappling the target, you can use a bonus action to have the
|
||||
hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6
|
||||
+ your spellcasting ability modifier.
|
||||
|
||||
Interposing Hand
|
||||
The hand interposes
|
||||
itself between you and a creature you choose until you give the hand a different
|
||||
command. The hand moves to stay between you and the target, providing you with
|
||||
half cover against the target. The target can’t move through the hand’s space if
|
||||
its Strength score is less than or equal to the hand’s Strength score. If its
|
||||
Strength score is higher than the hand’s Strength score, the target can move
|
||||
toward you through the hand’s space, but that space is difficult terrain for the
|
||||
target.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th
|
||||
level or higher, the damage from the clenched fist option increases by 2d8 and
|
||||
the damage from the grasping hand increases by 2d6 for each slot level above
|
||||
5th.
|
||||
"""
|
||||
name = "Bigbys Hand"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An eggshell and a snakeskin glove"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class BladeBarrier(Spell):
|
||||
"""You create a vertical wall of whirling, razor-sharp blades made of magical
|
||||
energy. The wall appears within range and lasts for the duration. You can make a
|
||||
straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed
|
||||
wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall
|
||||
provides three-quarters cover to creatures behind it, and its space is difficult
|
||||
terrain.
|
||||
|
||||
When a creature enters the wall’s area for the first time on a turn
|
||||
or starts its turn there, the creature must make a Dexterity saving throw. On a
|
||||
failed save, the creature takes 6 d10 slashing damage. On a successful save,
|
||||
the creature takes half as much damage.
|
||||
"""
|
||||
name = "Blade Barrier"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class BladeWard(Spell):
|
||||
"""You extend your hand and trace a sigil of warding in the air. Until the end of
|
||||
your next turn, you have resistance against bludgeoning, piercing, and slashing
|
||||
damage dealt by weapon attacks.
|
||||
"""
|
||||
name = "Blade Ward"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 round"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Bless(Spell):
|
||||
"""You bless up to three creatures of your choice within range. Whenever a target
|
||||
makes an attack roll or a saving throw before the spell ends, the target can
|
||||
roll a d4 and add the number rolled to the attack roll or saving throw.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
higher, you can target one additional creature for each slot level above 1st.
|
||||
"""
|
||||
name = "Bless"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sprinkling of holy water"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
class Blight(Spell):
|
||||
"""Necromantic energy washes over a creature of your choice that you can see within
|
||||
range, draining moisture and vitality from it. The target must make a
|
||||
Constitution saving throw. The target takes 8d8 necrotic damage on a failed
|
||||
save, or half as much damage on a successful one. This spell has no effect on
|
||||
undead or constructs.
|
||||
|
||||
If you target a plant creature or a magical plant, it
|
||||
makes the saving throw with disadvantage, and the spell deals maximum damage to
|
||||
it.
|
||||
|
||||
If you target a nonmagical plant that isn’t a creature, such as a tree or
|
||||
shrub, it doesn’t make a saving throw; it simply withers and dies.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
damage increases by 1d8 for each slot level above 4th.
|
||||
"""
|
||||
name = "Blight"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class BlindingSmite(Spell):
|
||||
"""The next time you hit a creature with a melee weapon attack during this spell’s
|
||||
duration, you weapon flares with a bright light, and the attack deals an extra
|
||||
3d8 radiant damage to the target. Additionally, the target must succeed on a
|
||||
Constitution saving throw or be blinded until the spell ends.
|
||||
|
||||
A creature
|
||||
blinded by this spell makes another Constitution saving throw at the end of each
|
||||
of its turns. On a successful save, it is no longer blinded.
|
||||
"""
|
||||
name = "Blinding Smite"
|
||||
level = 3
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class Blindnessdeafness(Spell):
|
||||
"""You can blind or deafen a foe. Choose one creature that you can see within range
|
||||
to make a Constitution saving throw. If it fails, the target is either blinded
|
||||
or deafened (your choice) for the duration. At the end of each of its turns, the
|
||||
target can make a Constitution saving throw. On a success, the spell ends.
|
||||
|
||||
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 = "Blindnessdeafness"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Blink(Spell):
|
||||
"""Roll a d20 at the end of each of your turns for the duration of the spell. On a
|
||||
roll of 11 or higher, you vanish from your current plane of existence and appear
|
||||
in the Etheral Plane (the spell fails and the casting is wasted if you were
|
||||
already on that plane).
|
||||
|
||||
At the start of you next turn, and when the spell ends
|
||||
if you are on the Etheral Plane, you return to an unoccupied space of your
|
||||
choice that you can see within 10 feet of the space you vanished from. If no
|
||||
unoccupied space is available within that rang, you appear in the nearest
|
||||
unoccupied space (chosen at random if more that one space is equally near). You
|
||||
can dismiss this spell as an action.
|
||||
|
||||
While on the Ethereal Plane, you can see
|
||||
and hear the plane you originated from, which is cast in shades of gray, and you
|
||||
can’t see anything more than 60 feet away.You can only affect and be affected
|
||||
by other reatures on the Ethereal Plane. Creature that aren’t there can’t
|
||||
perceive you or interact with you, unless they have the ability to do so.
|
||||
"""
|
||||
name = "Blink"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Blur(Spell):
|
||||
"""Your body becomes blurred, shifting and wavering to all who can see you. For the
|
||||
duration, any creature has disadvantage on attack rolls against you. An
|
||||
attacker is immune to this effect if it doesnt rely on sight, as with
|
||||
blindsight, or can see through illusions, as with truesight.
|
||||
"""
|
||||
name = "Blur"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class BonesOfTheEarth(Spell):
|
||||
"""You cause up to six pillars of stone to burst from places on the ground that you
|
||||
can see within range. Each pillar is a cylinder that has a diameter of 5 feet
|
||||
and a height of up to 30 feet. The ground where a pillar appears must be wide
|
||||
enough for its diameter, and you can target ground under a creature if that
|
||||
creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When
|
||||
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of
|
||||
difficult terrain with a 10-foot radius. The rubble lasts until cleared.
|
||||
If a
|
||||
pillar is created under a creature, that creature must succeed on a Dexterity
|
||||
saving throw or be lifted by the pillar. A creature can choose to fail the save.
|
||||
|
||||
If a pillar is prevented from reaching its full height because of a ceiling or
|
||||
other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is
|
||||
restrained, pinched between the pillar and the obstacle. The restrained creature
|
||||
can use an action to make a Strength or Dexterity check (the creature’s choice)
|
||||
against the spell’s saving throw DC. On a success, the creature is no longer
|
||||
restrained and must either move off the pillar or fall off it.
|
||||
At Higher Levels.
|
||||
When you cast this spell using a spell slot of 7th level or higher, you can
|
||||
create two additional pillars for each slot level above 6th.
|
||||
"""
|
||||
name = "Bones Of The Earth"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class BoomingBlade(Spell):
|
||||
"""As part of the action used to cast this spell, you must make a melee attack with
|
||||
a weapon against one creature within the spell's range, otherwise the spell
|
||||
fails.
|
||||
On a hit, the target suffers the attack's normal effects, and it becomes
|
||||
sheathed in booming energy until the start of your next turn. If the target
|
||||
willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the
|
||||
spell ends.
|
||||
This spell's damage increases when you reach higher levels.
|
||||
|
||||
At
|
||||
Higher Levels: At 5th level, the melee attack deals an extra 1d8 thunder damage
|
||||
to the target, and the damage the target takes for moving increases to 2d8. Both
|
||||
damage rolls increase by 1d8 at 11th level and 17th level.
|
||||
"""
|
||||
name = "Booming Blade"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "5 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A weapon"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class BrandingSmite(Spell):
|
||||
"""The next time you hit a creature with a weapon attack before this spell ends,
|
||||
the weapon glemas with astral radiance as you strike. The attack deals an extra
|
||||
2d6 radiant damage to the target, which becomes visible if it is invisible, and
|
||||
the target sheds dim light in a 5-foot radius and can’t become invisible until
|
||||
the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
of 3rd level or higher, the extra damage increases by 1d6 for each slot level
|
||||
above 2nd.
|
||||
"""
|
||||
name = "Branding Smite"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class BurningHands(Spell):
|
||||
"""As you hold your hands with thumbs touching and fingers spread, a thin sheet of
|
||||
flames shoots forth from your outstretched fingertips. Each creature in a
|
||||
15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
The fire
|
||||
ignites any flammable objects in the area that aren’t being worn or carried.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
higher, the damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Burning Hands"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (15-foot cone)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,976 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class DancingLights(Spell):
|
||||
"""You create up to four torch-sized lights within range, making them appear as
|
||||
torches, lanterns, or glowing orbs that hover in the air for the duration.
|
||||
You
|
||||
can also combine the four lights into one glowing vaguely humanoid form of
|
||||
Medium size. Whichever form you choose, each light sheds dim light in a 10-foot
|
||||
radius.
|
||||
|
||||
As a bonus action on your turn, you can move the lights up to 60 feet
|
||||
to a new spot within range. A light must be within 20 feet of another light
|
||||
created by this spell, and a light winks out if it exceeds the spell’s range.
|
||||
"""
|
||||
name = "Dancing Lights"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of phosphorus or wychwood, or a glowworm"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class DanseMacabre(Spell):
|
||||
"""Threads of dark power leap from your fingers to pierce up to five Small or
|
||||
Medium corpses you can see within range. Each corpse immediately stands up and
|
||||
becomes undead. You decide whether it is a zombie or a skeleton (the statistics
|
||||
for zombies and skeletons are in the Monster Manual), and it gains a bonus to
|
||||
its attack and damage rolls equal to your spellcasting ability modifier. You can
|
||||
use a bonus action to mentally command the creatures you make with this spell,
|
||||
issuing the same command to all of them. To receive the command, a creature must
|
||||
be within 60 feet of you. You decide what action the creatures will take and
|
||||
where they will move during their next turn, or you can issue a general command,
|
||||
such as to guard a chamber or passageway against your foes. lfyou issue no
|
||||
commands, the creatures do nothing except defend themselves against hostile
|
||||
creatures. Once given an order, the creatures continue to follow it until their
|
||||
task is complete.
|
||||
The creatures are under your control until the spell ends,
|
||||
after which they become inanimate once more.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a spell slot‘ of 6th level or higher, you animate up to two
|
||||
additional corpses for each slot level above 5th.
|
||||
"""
|
||||
name = "Danse Macabre"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Darkness(Spell):
|
||||
"""Magical darkness spreads from a point you choose within range to fill a 15-foot
|
||||
radius sphere for the duration.
|
||||
The darkness spreads around corners. A creature
|
||||
with darkvision can’t see through this darkness, and nonmagical light can’t
|
||||
illuminate it.
|
||||
|
||||
If the point you choose is on an object you are holding or one
|
||||
that isn’t being worn or carried, the darkness emanates from the object and
|
||||
moves with it. Completely covering the source of the darkness with an opaque
|
||||
object, such as a bowl or a helm, blocks the darkness.
|
||||
|
||||
If any of this spell’s
|
||||
area overlaps with an area of light created by a spell of 2nd level or lower,
|
||||
the spell that created the light is dispelled.
|
||||
"""
|
||||
name = "Darkness"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """Bat fur and a drop of pitch or piece of coal"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Darkvision(Spell):
|
||||
"""You touch a willing creature to grant it the ability to see in the dark.
|
||||
For the
|
||||
duration, that creature has darkvision out to a range of 60 feet.
|
||||
"""
|
||||
name = "Darkvision"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Either a pinch of dried carrot or an agate"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class Dawn(Spell):
|
||||
"""The light of dawn shines down on a location you specify within range. Until the
|
||||
spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers
|
||||
there. This light is sunlight. When the cylinder appears, each creature in it
|
||||
must make a Constitution saving throw, taking 4d10 radiant damage on a failed
|
||||
save, or half as much damage on a successful one. A creature must also make this
|
||||
saving throw whenever it ends its turn in the cylinder. If you’re within 60
|
||||
feet of the cylinder, you can move it up to 60 feet as a bonus action on your
|
||||
turn.
|
||||
"""
|
||||
name = "Dawn"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sunburst pendant worth at least 100 gp"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric', 'Wizard')
|
||||
|
||||
|
||||
class Daylight(Spell):
|
||||
"""A 60-foot-radius sphere of light spreads out from a point you choose within
|
||||
range.
|
||||
The sphere is bright light and sheds dim light for an additional 60
|
||||
feet.
|
||||
|
||||
If you chose a point on an object you are holding or one that isn’t
|
||||
being worn or carried, the light shines from the object with and moves with it.
|
||||
Completely covering the affected object with an opaque object, such as a bowl or
|
||||
a helm, blocks the light.
|
||||
|
||||
If any of this spell’s area overlaps with an area
|
||||
of darkness created by a spell of 3rd level or lower, the spell that created the
|
||||
darkness is dispelled.
|
||||
"""
|
||||
name = "Daylight"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorcerer')
|
||||
|
||||
|
||||
class DeathWard(Spell):
|
||||
"""You touch a creature and grant it a measure of protection from death.
|
||||
The first
|
||||
time the target would drop to 0 hit points as a result of taking damage, the
|
||||
target instead drops to 1 hit point, and the spell ends. If the spell is still
|
||||
in effect when the target is subjected to an effect that would kill it
|
||||
instantaneously without dealing damage, that effect is instead negated against
|
||||
the target, and the spells ends.
|
||||
"""
|
||||
name = "Death Ward"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
class DelayedBlastFireball(Spell):
|
||||
"""A beam of yellow light flashes from your pointing finger, then condenses to
|
||||
linger at a chosen point within range as a glowing bead for the duration.
|
||||
When
|
||||
the spell ends, either because your concentration is broken or because you
|
||||
decide to end it, the bead blossoms with a low roar into an explosion of flame
|
||||
that spreads around corners. Each creature in a 20-foot-radius sphere centered
|
||||
on that point must make a Dexterity saving throw. A creature takes fire damage
|
||||
equal to the total accumulated damage on a failed save, or half as much damage
|
||||
on a successful one.
|
||||
|
||||
The spell’s base damage is 12d6. If at the end of your
|
||||
turn the bead has not yet detonated, the damage increases by 1d6.
|
||||
|
||||
If the
|
||||
glowing bead is touched before the interval has expired, the creature touching
|
||||
it must make a Dexterity saving throw. On a failed save, the spell ends
|
||||
immediately, causing the bead to erupt in flame. On a successful save, the
|
||||
creature can throw the bead up to 40 feet. When it strikes a creature or a solid
|
||||
object, the spell ends, and the bead explodes.
|
||||
The fire damages objects in the
|
||||
area and ignites flammable objects that aren’t being worn or carried.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 8th level or
|
||||
higher, the base damage increases by 1d6 for each slot level above 7th.
|
||||
"""
|
||||
name = "Delayed Blast Fireball"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny ball of bat guano and sulfur"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Demiplane(Spell):
|
||||
"""You create a shadowy door on a flat solid surface that you can see within range.
|
||||
|
||||
The door is large enough to allow Medium creatures to pass through unhindered.
|
||||
When opened, the door leads to a demiplane that appears to be an empty room 30
|
||||
feet in each dimension, made of wood or stone. When the spell ends, the door
|
||||
disappears, and any creatures or objects inside the demiplane remain trapped
|
||||
there, as the door also disappears from the other side.
|
||||
|
||||
Each time you cast
|
||||
this spell, you can create a new demiplane, or have the shadowy door connect to
|
||||
a demiplane you created with a previous casting of this spell. Additionally, if
|
||||
you know the nature and contents of a demiplane created by a casting of this
|
||||
spell by another creature, you can have the shadowy door connect to its
|
||||
demiplane instead.
|
||||
"""
|
||||
name = "Demiplane"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class DestructiveWave(Spell):
|
||||
"""You strike the ground, creating a burst of divine energy that ripples outward
|
||||
from you. Each creature you choose within 30 feet of you must succeed on a
|
||||
Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
|
||||
necrotic damage (your choice), and be knocked prone. A creature that succeeds on
|
||||
its saving throw takes half as much damage and isn’t knocked prone.
|
||||
"""
|
||||
name = "Destructive Wave"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (30-foot radius)"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class DetectEvilAndGood(Spell):
|
||||
"""For the duration, you know if there is an aberration, celestial, elemental, fey,
|
||||
fiend, or undead within 30 feet of you, as well as where the creature is
|
||||
located. Similarly, you know if there is a place or object within 30 feet of you
|
||||
that has been magically consecrated or desecrated.
|
||||
|
||||
The spell can penetrate
|
||||
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
|
||||
thin sheet of lead, or 3 feet of wood or dirt.
|
||||
"""
|
||||
name = "Detect Evil And Good"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
class DetectMagic(Spell):
|
||||
"""For the duration, you sense the presence of magic within 30 feet of you. If you
|
||||
sense magic in this way, you can use your action to see a faint aura around any
|
||||
visible creature or object in the area that bears magic, and you learn its
|
||||
school of magic, if any.
|
||||
|
||||
The spell can penetrate most barriers, but is blocked
|
||||
by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
|
||||
wood or dirt.
|
||||
"""
|
||||
name = "Detect Magic"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class DetectPoisonAndDisease(Spell):
|
||||
"""For the duration, you can sense the presence and location of poisons, poisonous
|
||||
creatures, and diseases within 30 feet of you. You also identify the kind of
|
||||
poison, poisonous creature, or disease in each case.
|
||||
|
||||
The spell can penetrate
|
||||
most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin
|
||||
sheet of lead, or 3 feet of wood or dirt.
|
||||
"""
|
||||
name = "Detect Poison And Disease"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A yew leaf"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric', 'Druid', 'Paladin', 'Ranger')
|
||||
|
||||
|
||||
class DetectThoughts(Spell):
|
||||
"""For the duration, you can read the thoughts of certain creatures.
|
||||
When you cast
|
||||
the spell and as your action on each turn until the spell ends, you can focus
|
||||
your mind on any one creature that you can see within 30 feet of you. If the
|
||||
creature you choose has an Intelligence of 3 or lower or doesn’t speak any
|
||||
language, the creature is unaffected.
|
||||
|
||||
You initially learn the surface thoughts
|
||||
of the creature—what is most on its mind in that moment. As an action, you can
|
||||
either shift your attention to another creature’s thoughts or attempt to probe
|
||||
deeper into the same creature’s mind. If you probe deeper, the target must make
|
||||
a W isdom saving throw. If it fails, you gain insight into its reasoning (if
|
||||
any), its emotional state, and something that loom s large in its mind (such as
|
||||
something it worries over, loves, or hates). If it succeeds, the spell ends.
|
||||
Either way, the target knows that you are probing into its mind, and unless you
|
||||
shift your attention to another creature’s thoughts, the creature can use its
|
||||
action on its turn to make an Intelligence check contested by your Intelligence
|
||||
check; if it succeeds, the spell ends.
|
||||
|
||||
Questions verbally directed at the
|
||||
target creature naturally shape the course of its thoughts, so this spell is
|
||||
particularly effective as part of an interrogation.
|
||||
|
||||
You can also use this
|
||||
spell to detect the presence of thinking creatures you can’t see. When you cast
|
||||
the spell or as your action during the duration, you can search for thoughts
|
||||
within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
|
||||
inches of any metal other than lead, or a thin sheet of lead blocks you. You
|
||||
can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t
|
||||
speak any language.
|
||||
|
||||
Once you detect the presence of a creature in this way,
|
||||
you can read its thoughts for the rest of the duration as described above, even
|
||||
if you can’t see it, but it must still be within range.
|
||||
"""
|
||||
name = "Detect Thoughts"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A copper piece"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class DimensionDoor(Spell):
|
||||
"""You teleport yourself from your current location to any other spot within range.
|
||||
You arrive at exactly the spot desired. It can be a place you can see, one you
|
||||
can visualize, or one you can describe by stating distance and direction, such
|
||||
as "200 feet straight downward" or "upward to the northwest at a 45-degree
|
||||
angle, 300 feet".
|
||||
|
||||
You can bring along objects as long as their weight doesn’t
|
||||
exceed what you can carry. You can also bring one willing creature of your size
|
||||
or smaller who is carrying gear up to its carrying capacity. The creature must
|
||||
be within 5 feet of you when you cast this spell.
|
||||
|
||||
If you would arrive in a
|
||||
place already occupied by an object or a creature, you and any creature
|
||||
traveling with you each take 4d6 force damage, and the spell fails to teleport
|
||||
you.
|
||||
"""
|
||||
name = "Dimension Door"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "500 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class DisguiseSelf(Spell):
|
||||
"""You make yourself – including your clothing, armor, weapons, and other
|
||||
belongings on your person – look different until the spell ends or until you
|
||||
use your action to dismiss it.
|
||||
You can seem 1 foot shorter or taller and can
|
||||
appear thin, fat, or in between. You can’t change your body type, so you must
|
||||
adopt a form that has the same basic arrangement of limbs. Otherwise, the extent
|
||||
of the illusion is up to you.
|
||||
|
||||
The changes wrought by this spell fail to hold
|
||||
up to physical inspection. For example, if you use this spell to add a hat to
|
||||
your outfit, objects pass through the hat, and anyone who touches it would feel
|
||||
nothing or would feel your head and hair. If you use this spell to appear
|
||||
thinner than you are, the hand of som eone who reaches out to touch you would
|
||||
bump into you while it was seemingly still in midair. To discern that you are
|
||||
disguised, a creature can use its action to inspect your appearance and must
|
||||
succeed on an Intelligence (Investigation) check against your spell save DC.
|
||||
"""
|
||||
name = "Disguise Self"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Disintegrate(Spell):
|
||||
"""A thin green ray springs from your pointing finger to a target that you can see
|
||||
within range.
|
||||
The target can be a creature, an object, or a creation of magical
|
||||
force, such as the wall created by wall of force.
|
||||
|
||||
A creature targeted by this
|
||||
spell must make a Dexterity saving throw. On a failed save, the target takes
|
||||
10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is
|
||||
disintegrated.
|
||||
|
||||
A disintegrated creature and everything it is wearing and
|
||||
carrying, except magic items, are reduced to a pile of fine gray dust. The
|
||||
creature can be restored to life only by means of a true resurrection or a wish
|
||||
spell.
|
||||
|
||||
This spell automatically disintegrates a Large or smaller nonmagical
|
||||
object or a creation of magical force. If the target is a Huge or larger object
|
||||
or creation of force, this spell disintegrates a 10-foot-cube portion of it. A
|
||||
magic item is unaffected by this spell.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 7th level or higher, the damage increases by 3d6 for
|
||||
each slot level above 6th.
|
||||
"""
|
||||
name = "Disintegrate"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A lodestone and a pinch of dust"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class DispelEvilAndGood(Spell):
|
||||
"""Shimmering energy surrounds and protects you from fey, undead, and creatures
|
||||
originating from beyond the Material Plane. For the duration, celestials,
|
||||
elementals, fey, fiends, and undead have disadvantage on attack rolls against
|
||||
you.
|
||||
|
||||
You can end the spell early by using either of the following special
|
||||
functions.
|
||||
|
||||
Break Enchantment
|
||||
As your action, you touch a creature you can
|
||||
reach that is charmed, frightened, or possessed by a celestial, an elemental, a
|
||||
fey, a fiend, or an undead. The creature you touch is no longer charmed,
|
||||
frightened, or possessed by such creatures.
|
||||
|
||||
Dismissal
|
||||
As your action, make a
|
||||
melee spell attack against a celestial, an elemental, a fey, a fiend, or an
|
||||
undead you can reach. On a hit, you attempt to drive the creature back to its
|
||||
home plane. The creature must succeed on a Charisma saving throw or be sent back
|
||||
to its home plane (if it isn’t there already). If they aren’t on their home
|
||||
plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
|
||||
"""
|
||||
name = "Dispel Evil And Good"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Holy water or powdered silver and iron"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
class DispelMagic(Spell):
|
||||
"""Choose any creature, object, or magical effect within range. Any spell of 3rd
|
||||
level or lower on the target ends. For each spell of 4th level or higher on the
|
||||
target, make an ability check using your spellcasting ability. The DC equals 10
|
||||
+ the spell’s level. On a successful check, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you
|
||||
automatically end the effects of a spell on the target if the spell’s level is
|
||||
equal to or less than the level of the spell slot you used.
|
||||
"""
|
||||
name = "Dispel Magic"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class DissonantWhispers(Spell):
|
||||
"""You whisper a discordant melody that only one creature of your choice within
|
||||
range can hear, wracking it with terrible pain.
|
||||
The target must make a Wisdom
|
||||
saving throw. On a failed save, it takes 3d6 psychic damage and must immediately
|
||||
use its reaction , if available, to move as far as its speed allows away from
|
||||
you. The creature doesn’t move into obviously dangerous ground, such as a fire
|
||||
or a pit. On a successful save, the target takes half as much damage and doesn’t
|
||||
have to move away. A deafened creature automatically succeeds on the save.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
higher, the damage increases by 1d6 for each slot level above 1st
|
||||
"""
|
||||
name = "Dissonant Whispers"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard',)
|
||||
|
||||
|
||||
class Divination(Spell):
|
||||
"""Your magic and an offering put you in contact with a god or a god’s servants.
|
||||
You ask a single question concerning a specific goal, event, or activity to
|
||||
occur within 7 days. The DM offers a truthful reply. The reply might be a short
|
||||
phrase, a cryptic rhyme, or an omen.
|
||||
|
||||
The spell doesn’t take into account any
|
||||
possible circumstances that might change the outcome, such as the casting of
|
||||
additional spells or the loss or gain of a companion.
|
||||
|
||||
If you cast this spell
|
||||
two or more times before finishing your next long rest, there is a cumulative 25
|
||||
percent chance for each casting after the first that you get a random reading.
|
||||
The DM makes this roll in secret.
|
||||
"""
|
||||
name = "Divination"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class DivineFavor(Spell):
|
||||
"""Your prayer empowers you with divine radiance. Until the spell ends, your weapon
|
||||
attacks deal and extra 1d4 radiant damage on a hit.
|
||||
"""
|
||||
name = "Divine Favor"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class DivineWord(Spell):
|
||||
"""You utter a divine word, imbued with the power that shaped the world at the dawn
|
||||
of creation.
|
||||
Choose any number of creatures you can see within range. Each
|
||||
creature that can hear you must make a Charisma saving throw. On a failed save,
|
||||
a creature suffers an effect based on its current hit points:
|
||||
|
||||
• 50 hit
|
||||
points or fewer: deafened for 1 minute
|
||||
• 40 hit points or fewer: deafened and
|
||||
blinded for 10 minutes
|
||||
• 30 hit points or fewer: blinded, deafened, and
|
||||
stunned for 1 hour
|
||||
• 20 hit points or fewer: killed instantly
|
||||
|
||||
Regardless of
|
||||
its current hit points, a celestial, an elemental, a fey, or a fiend that fails
|
||||
its save is forced back to its plane of origin (if it isn’t there already) and
|
||||
can’t return to your current plane for 24 hours by any means short of a wish
|
||||
spell.
|
||||
"""
|
||||
name = "Divine Word"
|
||||
level = 7
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class DominateBeast(Spell):
|
||||
"""You attempt to beguile a beast that you can see within range.
|
||||
It must succeed
|
||||
on a W isdom saving throw or be charmed by you for the duration. If you or
|
||||
creatures that are friendly to you are fighting it, it has advantage on the
|
||||
saving throw.
|
||||
|
||||
While the beast is charmed, you have a telepathic link with it
|
||||
as long as the two of you are on the same plane of existence. You can use this
|
||||
telepathic link to issue commands to the creature while you are conscious (no
|
||||
action required), which it does its best to obey. You can specify a simple and
|
||||
general course of action, such as “Attack that creature,” “Run over there,” or
|
||||
“Fetch that object.” If the creature completes the order and doesn’t receive
|
||||
further direction from you, it defends and preserves itself to the best of its
|
||||
ability.
|
||||
|
||||
You can use your action to take total and precise control of the
|
||||
target. Until the end of your next turn, the creature takes only the actions you
|
||||
choose, and doesn’t do anything that you don’t allow it to do. During this
|
||||
time, you can also cause the creature to use a reaction, but this requires you
|
||||
to use your own reaction as well.
|
||||
|
||||
Each time the target takes damage, it makes
|
||||
a new Wisdom saving throw against the spell. If the saving throw succeeds, the
|
||||
spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with a 5th-level spell
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
When you use a 6th-
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
When you use a
|
||||
spell slot of 7th level or higher, the duration is concentration, up to 8 hours
|
||||
"""
|
||||
name = "Dominate Beast"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Druid', 'Sorcerer')
|
||||
|
||||
|
||||
class DominateMonster(Spell):
|
||||
"""You attempt to beguile a creature that you can see within range.
|
||||
It must
|
||||
succeed on a Wisdom saving throw or be charmed by you for the duration. If you
|
||||
or creatures that are friendly to you are fighting it, it has advantage on the
|
||||
saving throw.
|
||||
|
||||
While the creature is charmed, you have a telepathic link with
|
||||
it as long as the two of you are on the same plane of existence. You can use
|
||||
this telepathic link to issue commands to the creature while you are conscious
|
||||
(no action required), which it does its best to obey. You can specify a simple
|
||||
and general course of action, such as "Attack that creature", "Run over
|
||||
there", or "Fetch that object". If the creature completes the order and
|
||||
doesn’t receive further direction from you, it defends and preserves itself to
|
||||
the best of its ability.
|
||||
|
||||
You can use your action to take total and precise
|
||||
control of the target. Until the end of your next turn, the creature takes only
|
||||
the actions you choose, and doesn’t do anything that you don’t allow it to do.
|
||||
During this time, you can also cause the creature to use a reaction, but this
|
||||
requires you to use your own reaction as well.
|
||||
|
||||
Each time the target takes
|
||||
damage, it makes a new Wisdom saving throw against the spell. If the saving
|
||||
throw succeeds, the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell with
|
||||
a 9th-level spell slot, the duration is concentration, up to 8 hours.
|
||||
"""
|
||||
name = "Dominate Monster"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class DominatePerson(Spell):
|
||||
"""You attempt to beguile a humanoid that you can see within range.
|
||||
It must
|
||||
succeed on a Wisdom saving throw or be charmed by you for the duration. If you
|
||||
or creatures that are friendly to you are fighting it, it has advantage on the
|
||||
saving throw.
|
||||
|
||||
While the target is charmed, you have a telepathic link with it
|
||||
as long as the two of you are on the same plane of existence. You can use this
|
||||
telepathic link to issue commands to the creature while you are conscious (no
|
||||
action required), which it does its best to obey. You can specify a simple and
|
||||
general course of action, such as "Attack that creature", "Run over there",
|
||||
or "Fetch that object". If the creature completes the order and doesn’t
|
||||
receive further direction from you, it defends and preserves itself to the best
|
||||
of its ability.
|
||||
|
||||
You can use your action to take total and precise control of
|
||||
the target. Until the end of your next turn, the creature takes only the actions
|
||||
you choose, and doesn’t do anything that you don’t allow it to do. During this
|
||||
time you can also cause the creature to use a reaction, but this requires you to
|
||||
use your own reaction as well.
|
||||
|
||||
Each time the target takes damage, it makes a
|
||||
new Wisdom saving throw against the spell. If the saving throw succeeds, the
|
||||
spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a 6th-level spell
|
||||
slot, the duration is concentration, up to 10 minutes.
|
||||
When you use a 7th-
|
||||
level spell slot, the duration is concentration, up to 1 hour.
|
||||
When you use a
|
||||
spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
|
||||
"""
|
||||
name = "Dominate Person"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class DragonsBreath(Spell):
|
||||
"""You touch one willing creature and imbue it with the power to spew magical
|
||||
energy from its mouth, provided it has one. Choose acid, cold, fire, lightning,
|
||||
or poison. Until the spell ends, the creature can use an action to exhale energy
|
||||
of the chosen type in a 15-foot cone. Each creature in that area must make a
|
||||
Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save,
|
||||
or half as much damage on a successful one.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a spell slot of 3rd level or higher, the damage increases by
|
||||
1d6 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Dragons Breath"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A hot pepper"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class DrawmijsInstantSummons(Spell):
|
||||
"""You touch an object weighing 10 pounds or less whose longest dimension is 6 feet
|
||||
or less.
|
||||
The spell leaves an invisible mark on its surface and invisibly
|
||||
inscribes the name of the item on the sapphire you use as the material
|
||||
component. Each time you cast this spell, you must use a different sapphire.
|
||||
|
||||
|
||||
At any time thereafter, you can use your action to speak the item’s name and
|
||||
crush the sapphire. The item instantly appears in your hand regardless of
|
||||
physical or planar distances, and the spell ends. If another creature is holding
|
||||
or carrying the item, crushing the sapphire doesn’t transport the item to you,
|
||||
but instead you learn who the creature possessing the object is and roughly
|
||||
where that creature is located at that moment.
|
||||
|
||||
Dispel magic or a similar
|
||||
effect successfully applied to the sapphire ends this spell’s effect.
|
||||
"""
|
||||
name = "Drawmijs Instant Summons"
|
||||
level = 6
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sapphire worth 1,000 gp"""
|
||||
duration = "Until dispelled"
|
||||
ritual = True
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class Dream(Spell):
|
||||
"""This spell shapes a creature's dreams. Choose a creature known to you
|
||||
as the target of this spell. The target must be on the same plane of
|
||||
existence as you. Creatures that don't sleep, such as elves, can't be
|
||||
contacted by this spell. You, or a willing creature you touch, enters
|
||||
a trance state, acting as a messenger. While in the trance, the
|
||||
messenger is aware of his or her surroundings, but can't take actions
|
||||
or move.
|
||||
|
||||
If the target is asleep, the messenger appears in the
|
||||
target's dreams and can converse with the target as long as it remains
|
||||
asleep, through the duration of the spell. The messenger can also
|
||||
shape the environment of the dream, creating landscapes, objects, and
|
||||
other images. The messenger can emerge from the trance at any time,
|
||||
ending the effect of the spell early. The target recalls the dream
|
||||
perfectly upon waking. If the target is awake when you cast the spell,
|
||||
the messenger knows it, and can either end the trance (and the spell)
|
||||
or wait for the target to fall asleep, at which point the messenger
|
||||
appears in the target's dreams.
|
||||
|
||||
You can make the messenger appear
|
||||
monstrous and terrifying to the target. If you do, the messenger can
|
||||
deliver a message of no more than ten words and then the target must
|
||||
make a Wisdom saving throw. On a failed save, echoes of the phantasmal
|
||||
monstrosity spawn a nightmare that lasts the duration of the target's
|
||||
sleep and prevents the target from gaining any benefit from that
|
||||
rest. In addition, when the target wakes up, it takes 3d6 psychic
|
||||
damage.
|
||||
|
||||
If you have a body part, lock of hair, clipping from a nail,
|
||||
or similar portion of the target's body, the target makes its saving
|
||||
throw with disadvantage.
|
||||
"""
|
||||
name = "Dream"
|
||||
level = 5
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Special"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A handful of sand, a dab of ink, and a writing quill plucked from a
|
||||
sleeping bird"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class DruidGrove(Spell):
|
||||
"""You invoke the spirits of nature to protect an area outdoors or underground. The
|
||||
area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings
|
||||
and other structures are excluded from the affected area. If you cast this
|
||||
spell in the same area every day for a year, the spell lasts until dispelled.
|
||||
The spell creates the following effects within the area. When you cast this
|
||||
spell, you can specify creatures as friends who are immune to the effects. You
|
||||
can also specify a password that, when spoken aloud, makes the speaker immune to
|
||||
these effects. The entire warded area radiates magic. A dispel magic cast on
|
||||
the area, if successful, removes only one of the following effects, not the
|
||||
entire area. That spell’s caster chooses which effect to end. Only when all its
|
||||
effects are gone is this spell dispelled.
|
||||
Solid Fog. You can fill any number of
|
||||
5-foot squares on the ground with thick fog, making them heavily obscured. The
|
||||
fog reaches 10 feet high. In addition, every foot of movement through the fog
|
||||
costs 2 extra feet. To a creature immune to this effect, the fog obscures
|
||||
nothing and looks like soft mist, with motes of green light floating in the air.
|
||||
|
||||
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground
|
||||
that aren’t filled with fog with grasping weeds and vines, as if they were
|
||||
affected by an entangle spell. To a creature immune to this effect, the weeds
|
||||
and vines feel soft and reshape themselves to serve as temporary seats or beds.
|
||||
|
||||
Grove Guardians. You can animate up to four trees in the area, causing them to
|
||||
uproot themselves from the ground. These trees have the same statistics as an
|
||||
awakened tree, which appears in the Monster Manual, except they can’t speak, and
|
||||
their bark is covered with druidic symbols. If any creature not immune to this
|
||||
effect enters the warded area, the grove guardians fight until they have driven
|
||||
off or slain the intruders. The grove guardians also obey your spoken commands
|
||||
(no action required by you) that you issue while in the area. Ifyou don't give
|
||||
them commands and no intruders are present, the grove guardians do nothing. The
|
||||
grove guardians can‘t leave the warded area. When the spell ends, the magic
|
||||
animating them disappears, and the trees take root again if possible.
|
||||
Additional
|
||||
Spell Effect. You can place your choice of one of the following magical effects
|
||||
within the warded area:
|
||||
- A constant gust of Wind in two locations of your
|
||||
choice
|
||||
- Spike growth in one location of your choice
|
||||
- Wind wall in two
|
||||
locations of your choice
|
||||
To a creature immune to this effect, the winds are a
|
||||
fragrant, gentle breeze, and the area of spike growth is harmless.
|
||||
"""
|
||||
name = "Druid Grove"
|
||||
level = 6
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class Druidcraft(Spell):
|
||||
"""Whispering to the spirits of nature, you create one of the following effects
|
||||
within range:
|
||||
|
||||
• You create a tiny, harmless sensory effect that predicts what
|
||||
the weather will be at your location for the next 24 hours. The effect might
|
||||
manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes
|
||||
for snow, and so on. This effect persists for 1 round.
|
||||
• You instantly make a
|
||||
flower blossom, a seed pod open, or a leaf bud bloom.
|
||||
• You create an
|
||||
instantaneous, harmless sensory effect, such as falling leaves, a puff of wind,
|
||||
the sound of a small animal, or the faint odor of skunk. The effect must fit in
|
||||
a 5-foot cube.
|
||||
• You instantly light or snuff out a candle, a torch, or a
|
||||
small campfire.
|
||||
"""
|
||||
name = "Druidcraft"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class DustDevil(Spell):
|
||||
"""(a pinch of dust)
|
||||
Choose an unoccupied 5-foot cube of air that you can see
|
||||
within range. An elemental force that resembles a dust devil appears in the cube
|
||||
and lasts for the spell’s duration.
|
||||
Any creature that ends its turn within 5
|
||||
feet of the dust devil must make a Strength saving throw. On a failed save, the
|
||||
creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a
|
||||
successful save, the creature takes half as much damage and isn’t pushed.
|
||||
As a
|
||||
bonus action, you can move the dust devil up to 30 feet in any direction. If the
|
||||
dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
|
||||
material and forms a 10-foot-radius cloud of debris around itself that lasts
|
||||
until the start of your next turn. The cloud heavily obscures its area.
|
||||
At
|
||||
Higher Levels. When you cast this spell using a spell slot of 3rd level or
|
||||
higher, the damage increases by 1d8 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Dust Devil"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,527 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class EarthTremor(Spell):
|
||||
"""You cause a tremor in the ground in a 10-foot radius. Each creature other than
|
||||
you in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in
|
||||
that area is loose earth or stone, it becomes difficult terrain until cleared.
|
||||
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
|
||||
higher, the damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Earth Tremor"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (10-foot radius)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Earthbind(Spell):
|
||||
"""Choose one creature you can see within range. Yellow strips of magical energy
|
||||
loop around the creature. The target must succeed on a Strength saving throw or
|
||||
its flying speed (if any) is reduced to 0 feet for the spell’s duration. An
|
||||
airborne creature affected by this spell descends at 60 feet per round until it
|
||||
reaches the ground or the spell ends.
|
||||
"""
|
||||
name = "Earthbind"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "300 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Earthquake(Spell):
|
||||
"""You create a seismic disturbance at a point on the ground that you can see
|
||||
within range.
|
||||
For the duration, an intense tremor rips through the ground in a
|
||||
100-foot- radius circle centered on that point and shakes creatures and
|
||||
structures in contact with the ground in that area.
|
||||
|
||||
The ground in the area
|
||||
becomes difficult terrain. Each creature on the ground that is concentrating
|
||||
must make a Constitution saving throw. On a failed save, the creature’s
|
||||
concentration is broken.
|
||||
|
||||
When you cast this spell and at the end of each turn
|
||||
you spend concentrating on it, each creature on the ground in the area must make
|
||||
a Dexterity saving throw. On a failed save, the creature is knocked prone.
|
||||
|
||||
|
||||
This spell can have additional effects depending on the terrain in the area, as
|
||||
determined by the DM.
|
||||
Fissures.
|
||||
Fissures open throughout the spell’s area at
|
||||
the start of your next turn after you cast the spell. A total of 1d6 such
|
||||
fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10
|
||||
feet wide, and extends from one edge of the spell’s area to the opposite side. A
|
||||
creature standing on a spot where a fissure opens must succeed on a Dexterity
|
||||
saving throw or fall in. A creature that successfully saves moves with the
|
||||
fissure’s edge as it opens.
|
||||
A fissure that opens beneath a structure causes it
|
||||
to automatically collapse (see below).
|
||||
|
||||
Structures.
|
||||
The tremor deals 50
|
||||
bludgeoning damage to any structure in contact with the ground in the area when
|
||||
you cast the spell and at the start of each of your turns until the spell ends.
|
||||
If a structure drops to 0 hit points, it collapses and potentially damages
|
||||
nearby creatures. A creature within half the distance of a structure’s height
|
||||
must make a Dexterity saving throw. On a failed save, the creature takes 5d6
|
||||
bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a
|
||||
DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the
|
||||
DC higher or lower, depending on the nature of the rubble. On a successful save,
|
||||
the creature takes half as much damage and doesn’t fall prone or become buried.
|
||||
"""
|
||||
name = "Earthquake"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "500 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch o f dirt, a piece o f rock, and a lump of clay"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric', 'Druid', 'Sorcerer')
|
||||
|
||||
|
||||
class EldritchBlast(Spell):
|
||||
"""A beam of crackling energy streaks toward a creature within range. Make a ranged
|
||||
spell attack against the target. On a hit, the target takes 1d10 force damage.
|
||||
|
||||
|
||||
At Higher Levels: The spell creates more than one beam when you reach higher
|
||||
levels:
|
||||
Two beams at 5th level
|
||||
Three beams at 11th level
|
||||
Four beams at 17th
|
||||
level.
|
||||
You can direct the beams at the same target or at different ones. Make
|
||||
a separate attack roll for each beam.
|
||||
"""
|
||||
name = "Eldritch Blast"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class ElementalBane(Spell):
|
||||
"""Choose one creature you can see within range, and choose one of the following
|
||||
damage types: acid, cold, fire, lightning, or thunder.
|
||||
The target must succeed
|
||||
on a Constitution saving throw or be affected by the spell for its duration. The
|
||||
first time each turn the affected target takes damage of the chosen type, the
|
||||
target takes an extra 2d6 damage of that type. Moreover, the target loses any
|
||||
resistance to that damage type until the spell ends.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 5th level or higher, you can target one
|
||||
additional creature for each slot level above 4th. The creatures must be within
|
||||
30 feet of each other when you target them.
|
||||
"""
|
||||
name = "Elemental Bane"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Wizard', 'Warlock')
|
||||
|
||||
|
||||
class ElementalWeapon(Spell):
|
||||
"""A nonmagical weapon you touch becomes a magic weapon.
|
||||
Choose one of the
|
||||
following damage types: acid, cold, fire, lightning, or thunder. For the
|
||||
duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4
|
||||
damage of the chosen type when it hits.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 5th or 6th level, the bonus to attack rolls
|
||||
increases to +2 and the extra damage increases to 2d4.
|
||||
When you use a spell
|
||||
slot of 7th level or higher, the bonus increases to +3 and the extra damage
|
||||
increases to 3d4.
|
||||
"""
|
||||
name = "Elemental Weapon"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class EnemiesAbound(Spell):
|
||||
"""You reach into the mind of one creature you can see and force it to make an
|
||||
Intelligence saving throw. A creature automatically succeeds if it is immune to
|
||||
being frightened. On a failed save, the target loses the ability to distinguish
|
||||
friend from foe, regarding all creatures it can see as enemies until the spell
|
||||
ends. Each time the target takes damage, it can repeat the saving throw, ending
|
||||
the effect on itself on a success. Whenever the affected creature chooses
|
||||
another creature as a target, it must choose the target at random from among the
|
||||
creatures it can see within range of the attack, spell, or other ability it’s
|
||||
using. If an enemy provokes an opportunity attack from the affected creature,
|
||||
the creature must make that attack if it is able to.
|
||||
"""
|
||||
name = "Enemies Abound"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Enervation(Spell):
|
||||
"""A tendril of inky darkness reaches out from you, touching a creature you can see
|
||||
within range to drain life from it. The target must make a Dexterity saving
|
||||
throw. On a successful save, the target takes 2d8 necrotic damage, and the spell
|
||||
ends. On a failed save, the target takes 4d8 necrotic damage, and until the
|
||||
spell ends, you can use your action on each of your turns to automatically deal
|
||||
4d8 necrotic damage to the target. The spell ends ifyou use your action to do
|
||||
anything else, if the target is ever outside the spell’s range, or if the target
|
||||
has total cover from you. Whenever the spell deals damage to a target, you
|
||||
regain hit points equal to half the amount of necrotic damage the target takes.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||||
higher, the damage increases by 1d8 for each slot level above 5th.
|
||||
"""
|
||||
name = "Enervation"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class EnhanceAbility(Spell):
|
||||
"""You touch a creature and bestow upon it a magical enhancement. Choose one of the
|
||||
following effects: the target gains the effect until the spell ends.
|
||||
- Bear’s
|
||||
Endurance. The target has advantage on Constitution checks. It also gains 2d6
|
||||
temporary hit points, which are lost when the spell ends.
|
||||
- Bull’s Strength. The
|
||||
target has advantage on Strength checks, and his or her carrying capacity
|
||||
doubles.
|
||||
- Cat’s Grace. The target has advantage on Dexterity checks. It also
|
||||
doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
|
||||
-
|
||||
Eagle’s Splendor. The target has advantage on Charisma checks.
|
||||
- Fox’s Cunning.
|
||||
The target thas advantage on Intelligence checks.
|
||||
- Owl’s Wisdom. The target has
|
||||
advantage on Wisdom checks.
|
||||
|
||||
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 = "Enhance Ability"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Fur or a feather from a beast"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Sorcerer')
|
||||
|
||||
|
||||
class Enlargereduce(Spell):
|
||||
"""You cause a creature or an object you can see within range to grow larger or
|
||||
smaller for the duration. Choose either a creature or an object that is neither
|
||||
worn nor carried. If the target is unwilling, it can make a Constitution saving
|
||||
throw. On a success, the spell has no effect.
|
||||
|
||||
If the target is a creature,
|
||||
everything it is wearing and carrying changes size with it. Any item dropped by
|
||||
an affected creature returns to normal size at once.
|
||||
|
||||
Enlarge
|
||||
The target’s
|
||||
size doubles in all dimensions, and its weight is multiplied by eight. This
|
||||
growth increases its size by one category – from Medium to Large, for example.
|
||||
If there isn’t enough room for the target to double its size, the creature or
|
||||
object attains the maximum possible size in the space available. Until the spell
|
||||
ends, the target also has advantage on Strength checks and Strength saving
|
||||
throws. The target’s weapons also grow to match its new size. While these
|
||||
weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
|
||||
|
||||
|
||||
Reduce
|
||||
The target’s size is halved in all dimensions, and its weight is reduced
|
||||
to one-eighth of normal. This reduction decreases its size by one category –
|
||||
from Medium to Small, for example. Until the spell ends, the target also has
|
||||
disadvantage on Strength checks and Strength saving throws. The target’s weapons
|
||||
also shrink to match its new size. While these weapons are reduced, the
|
||||
target’s attacks with them deal 1d4 less damage (this can’t reduce the damage
|
||||
below 1).
|
||||
"""
|
||||
name = "Enlargereduce"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of powdered iron"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class EnsnaringStrike(Spell):
|
||||
"""The next time you hit a creature with a weapon attack before this spell ends, a
|
||||
writhing mass of thorny vines appears at the point of impact, and the target
|
||||
must succeed on a Strength saving throw or be restrained by the magical vines
|
||||
until the spell ends. A Large or larger creature has advantage on this saving
|
||||
throw. If the target succeeds on the save, the vines shrivel away.
|
||||
|
||||
While
|
||||
restrained by this spell, the target takes 1d6 piercing damage at the start of
|
||||
each of its turns. A creature restrained by the vines or one that can touch the
|
||||
creature can use its action to make a Strength check against your spell save DC.
|
||||
On a success, the target is freed.
|
||||
|
||||
At Higher Levels: If you cast this spell
|
||||
using a spell slot of 2nd level or higher, the damage increases by 1d6 for each
|
||||
slot level above 1st.
|
||||
"""
|
||||
name = "Ensnaring Strike"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Ranger',)
|
||||
|
||||
|
||||
class Entangle(Spell):
|
||||
"""Grasping weeds and vines sprout from the ground in a 20-foot square starting
|
||||
from a point within range. For the duration, these plants turn the ground in the
|
||||
area into difficult terrain.
|
||||
|
||||
A creature in the area when you cast the spell
|
||||
must succeed on a Strength saving throw or be restrained by the entangling
|
||||
plants until the spell ends. A creature restrained by the plants can use its
|
||||
action to make a Strength check against your spell save DC. On a success, it
|
||||
frees itself.
|
||||
|
||||
When the spell ends, the conjured plants wilt away.
|
||||
"""
|
||||
name = "Entangle"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class Enthrall(Spell):
|
||||
"""You weave a distracting string of words, causing creatures of your choice that
|
||||
you can see within range and that can hear you to make a Wisdom saving throw.
|
||||
Any creature that can’t be charmed succeeds on this saving throw automatically,
|
||||
and if you or your companions are fighting a creature, it has advantage on the
|
||||
save. On a failed save, the target has disadvantage on Wisdom (Perception)
|
||||
checks made to perceive any creature other than you until the spell ends or
|
||||
until the target can no longer hear you. The spell ends if you are incapacitated
|
||||
or can no longer speak.
|
||||
"""
|
||||
name = "Enthrall"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Warlock')
|
||||
|
||||
|
||||
class EruptingEarth(Spell):
|
||||
"""Choose a point you can see on the ground within range. A fountain of churned
|
||||
earth and stone erupts in a 20-foot cube centered on that point. Each creature
|
||||
in that area must make a Dexterity saving throw. A creature takes 3d12
|
||||
bludgeoning damage on a failed save, or half as much damage on a successful one.
|
||||
Additionally, the ground in that area becomes difficult terrain until cleared
|
||||
away. Each 5-foot-square portion of the area requires at least 1 minute to clear
|
||||
by hand.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 4rd
|
||||
level or higher, the damage increases by 1d12 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Erupting Earth"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A piece of obsidian"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Etherealness(Spell):
|
||||
"""You step into the border regions of the Ethereal Plane, in the area where it
|
||||
overlaps with your current plane. You remain in the Border Ethereal for the
|
||||
duration or until you use your action to dismiss the spell. During this time,
|
||||
you can move in any direction. If you move up or down, every foot of movement
|
||||
costs an extra foot. You can see and hear the plan you originated from, but
|
||||
everything there looks gray, and you can’t see anything more than 60 feet away.
|
||||
|
||||
|
||||
While on the Ethereal Plane, you can only affect and be affected by other
|
||||
creatures on that plane. Creatures that aren’t on the Ethereal Plance can’t
|
||||
perceive you and can’t interact with you, unless a special ability or magic has
|
||||
given them the ability to do so.
|
||||
|
||||
You ignore all objects and effects that
|
||||
aren’t on the Ethereal Plane, allowing you to move through objects you perceive
|
||||
on the plan you originated from. When the spell ends, you immediately return to
|
||||
the plane you originiated from in teh spot you currently occupy. If you occupy
|
||||
the same spot as a solid object or creature when this happens, you are
|
||||
imediately shunted to the neares unoccupied space that you can occupy and take
|
||||
force damage equal to twice the number of feet you are moved.
|
||||
|
||||
This spell has
|
||||
no effect if you cast it while you are on the Ethereal Plane or a plane that
|
||||
doesn’t border it, such as one of the Outer Planes.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 8th level or higher, you can target up to
|
||||
three willing creatures (including you) for each slot level above 7th. The
|
||||
creatures must be within 10 feet of you when you cast the spell.
|
||||
"""
|
||||
name = "Etherealness"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Up to 8 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class EvardsBlackTentacles(Spell):
|
||||
"""Squirming, ebony tentacles fill a 20-foot square on ground that you can see
|
||||
within range. For the duration, these tentacles turn the ground in the area into
|
||||
difficult terrain.
|
||||
|
||||
When a creature enters the affected area for the first
|
||||
time on a turn or starts its turn there, the creature must succeed on a
|
||||
Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the
|
||||
tentacles until the spell ends. A creature that starts its turn in the area and
|
||||
is already restrained by the tentacles takes 3d6 bludgeoning damage.
|
||||
|
||||
A
|
||||
creature restrained by the tentacles can use its action to make a Strength or
|
||||
Dexterity check (its choice) against your spell save DC. On a success, it frees
|
||||
itself.
|
||||
"""
|
||||
name = "Evards Black Tentacles"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A piece of tentacle from a giant octopus or a giant squid"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class ExpeditiousRetreat(Spell):
|
||||
"""This spell allows you to move at an incredible pace. When you cast this spell,
|
||||
and then as a bonus action on each of your turns until the spell ends, you can
|
||||
take the Dash action.
|
||||
"""
|
||||
name = "Expeditious Retreat"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Eyebite(Spell):
|
||||
"""For the spell’s duration, your eyes become an inky void imbued with dread power.
|
||||
One creature of your choice within 60 feet of you that you can see must succeed
|
||||
on a Wisdom saving throw or be affected by one of the following effects of your
|
||||
choice for the duration. On each of your turns until the spell ends, you can
|
||||
use your action to target another creature but can’t target a creature again if
|
||||
it has succeeded on a saving throw against this casting of eyebite.
|
||||
|
||||
Asleep
|
||||
|
||||
The target galls unconscious. It wakes up if it takes any damage or if another
|
||||
creature uses its action to shake the sleeper awake.
|
||||
|
||||
Panicked
|
||||
The target is
|
||||
frightened of you. On each of its turns, the frightened creature must take the
|
||||
Dash action and move away from you by the safest and shortest available route,
|
||||
unless there is nowhere to move. If the target moves to a place at least 60 feet
|
||||
away from you where it can no longer see you, this effect ends.
|
||||
|
||||
Sickened
|
||||
The
|
||||
target has disadvantage on attack rolls and ability checks. At the end of each
|
||||
of its turns, it can make another Wisdom saving throw. If it succeeds, the
|
||||
effect ends.
|
||||
"""
|
||||
name = "Eyebite"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,827 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class Fabricate(Spell):
|
||||
"""You convert raw materials into products of the same material.
|
||||
For example, you
|
||||
can fabricate a wooden bridge from a clump of trees, a rope from a patch of
|
||||
hemp, and clothes from flax or wool.
|
||||
|
||||
Choose raw materials that you can see
|
||||
within range. You can fabricate a Large or smaller object (contained within a
|
||||
10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
|
||||
raw material. If you are working with metal, stone, or another mineral
|
||||
substance, however, the fabricated object can be no larger than Medium
|
||||
(contained within a single 5-foot cube). The quality of objects made by the
|
||||
spell is commensurate with the quality of the raw materials.
|
||||
|
||||
Creatures or
|
||||
magic items can’t be created or transmuted by this spell. You also can’t use it
|
||||
to create items that ordinarily require a high degree of craftsmanship, such as
|
||||
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
|
||||
artisan’s tools used to craft such objects.
|
||||
"""
|
||||
name = "Fabricate"
|
||||
level = 4
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class FaerieFire(Spell):
|
||||
"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
|
||||
light (your choice).
|
||||
Any creature in the area when the spell is cast is also
|
||||
outlined in light if it fails a Dexterity saving throw. For the duration,
|
||||
objects and affected creatures shed dim light in a 10-foot radius.
|
||||
|
||||
Any attack
|
||||
roll against an affected creature or object has advantage if the attacker can
|
||||
see it, and the affected creature or object can’t benefit from being invisible.
|
||||
"""
|
||||
name = "Faerie Fire"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Druid')
|
||||
|
||||
|
||||
class FalseLife(Spell):
|
||||
"""Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4
|
||||
temporary hit points for the duration.
|
||||
|
||||
At Higher Levels: When you cast this
|
||||
spell using a spell slot of 2nd level or higher, you gain 5 additional temporary
|
||||
hit points for each slot level above 1st.
|
||||
"""
|
||||
name = "False Life"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small amount of alcohol or distilled spirits"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class FarStep(Spell):
|
||||
"""You teleport up to 60 feet to an unoccupied space you can see. On each of your
|
||||
turns before the spell ends, you can use a bonus action to teleport in this way
|
||||
again.
|
||||
"""
|
||||
name = "Far Step"
|
||||
level = 5
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Fear(Spell):
|
||||
"""You project a phantasmal image of a creature’s worst fears. Each creature in a
|
||||
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
|
||||
holding and become frightened for the duration.
|
||||
|
||||
While frightened by this
|
||||
spell, a creature must take the Dash action and move away from you by the safest
|
||||
available route on each of its turns, unless there is nowhere to move. If the
|
||||
creature ends its turn in a location where it doesn’t have line of sight to you,
|
||||
the creature can make a Wisdom saving throw. On a successful save, the spell
|
||||
ends for that creature.
|
||||
"""
|
||||
name = "Fear"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (30-foot cone)"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A white feather or the heart of a hen"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class FeatherFall(Spell):
|
||||
"""Reaction: When you or a creature within 60 feet of you falls
|
||||
|
||||
Choose up to five
|
||||
falling creatures within range. A falling creature’s rate of descent slows to
|
||||
60 feet per round until the spell ends. If the creature lands before the spell
|
||||
ends, it takes no falling damage and can land on its feet, and the spell ends
|
||||
for that creature.
|
||||
"""
|
||||
name = "Feather Fall"
|
||||
level = 1
|
||||
casting_time = "Special"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A small feather or piece of down"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Feeblemind(Spell):
|
||||
"""You blast the mind of a creature that you can see within range, attempting to
|
||||
shatter its intellect and personality. The target takes 4d6 psychic damage and
|
||||
must make an Intelligence saving throw.
|
||||
|
||||
On a failed save, the creature’s
|
||||
Intelligence and Charisma scores become 1. The creature can’t cast spells,
|
||||
activate magic items, understand language, or communicate in any intelligible
|
||||
way. The creature can, however, identify its friends, follow them, and even
|
||||
protect them.
|
||||
|
||||
At the end of every 30 days, the creature can repeat its saving
|
||||
throw against this spell. If it succeeds on its saving throw, the spell ends.
|
||||
|
||||
The spell can also be ended by greater restoration, heal or wish.
|
||||
"""
|
||||
name = "Feeblemind"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A handful of clay, crystal, glass, or mineral spheres"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class FeignDeath(Spell):
|
||||
"""You touch a willing creature and put it into a cataleptic state that is
|
||||
indistinguishable from death.
|
||||
|
||||
For the spell’s duration, or until you use an
|
||||
action to touch the target and dismiss the spell, the target appears dead to all
|
||||
outward inspection and to spells used to determine the target’s status. The
|
||||
target is blinded and incapacitated, and its speed drops to 0.
|
||||
The target has
|
||||
resistance to all damage except psychic damage. If the target is diseased or
|
||||
poisoned when you cast the spell, or becomes diseased or poisoned while under
|
||||
the spell’s effect, the disease and poison have no effect until the spell ends.
|
||||
"""
|
||||
name = "Feign Death"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of graveyard dirt"""
|
||||
duration = "1 hour"
|
||||
ritual = True
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
|
||||
|
||||
|
||||
class FindFamiliar(Spell):
|
||||
"""You gain the service of a familiar, a spirit that takes an animal form you
|
||||
choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous
|
||||
snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
|
||||
unoccupied space within range, the familiar has the statistics of the chosen
|
||||
form, though it is a celestial, fey or fiend (your choice) instead of a beast.
|
||||
|
||||
|
||||
Your familiar acts independently of you, but it always obeys your commands.
|
||||
In combat, it rolls its own initiative and acts on its own turn. A familiar
|
||||
can’t attack, but it can take other actions as normal.
|
||||
|
||||
When the familiar drops
|
||||
to 0 hit points, it disappears, leaving behind no physical form. It reappears
|
||||
after you cast this spell again.
|
||||
|
||||
While your familiar is within 100 feet of
|
||||
you, you can communicate with it telepathically. Additionally, as an action, you
|
||||
can see through your familiar’s eyes and hear what it hears until the start of
|
||||
your next turn, gaining the benefits of any special senses that the familiar
|
||||
has. During this time, you are deaf and blind with regard to your own senses.
|
||||
|
||||
|
||||
As an action, you can temporarily dismiss your familiar. It disappears into a
|
||||
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
|
||||
forever. As an action while it is temporarily dismissed, you can cause it to
|
||||
reappear in any unoccupied space within 30 feet of you.
|
||||
|
||||
You can’t have more
|
||||
than one familiar at a time. If you cast this spell while you already have a
|
||||
familiar, you instead cause it to adopt a new form. Choose one of the forms from
|
||||
the above list. Your familiar transforms into the chosen creature.
|
||||
|
||||
Finally,
|
||||
when you cast a spell with a range of touch, your familiar can deliver the spell
|
||||
as if it had cast the spell. Your familiar must be within 100 feet of you, and
|
||||
it must use its reaction to deliver the spell when you cast it. If the spell
|
||||
requires an attack roll, you use your attack modifier for the roll.
|
||||
"""
|
||||
name = "Find Familiar"
|
||||
level = 1
|
||||
casting_time = "1 hour"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier"""
|
||||
duration = "Instantaneous"
|
||||
ritual = True
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class FindGreaterSteed(Spell):
|
||||
"""You summon a spirit that assumes the form of a loyal, majestic mount. Appearing
|
||||
in an unoccupied space within range, the spirit takes on a form you choose: a
|
||||
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed
|
||||
tiger. The creature has the statistics provided in the Monster Manual for the
|
||||
chosen form, though it is a celestial, a fey, or a fiend (your choice) instead
|
||||
of its normal creature type. Additionally, if it has an Intelligence score of 5
|
||||
or lower, its Intelligence becomes 6, and it gains the ability to understand one
|
||||
language of your choice that you speak. You control the mount in combat. While
|
||||
the mount is within 1 mile of you, you can communicate with it te1epathically.
|
||||
While mounted on it, you can make any spell you cast that targets only you also
|
||||
target the mount. The mount disappears temporarily when it drops to 0 hit points
|
||||
or when you dismiss it as an action. Casting this spell again re—summons the
|
||||
bonded mount, with all its hit points restored and any conditions removed. You
|
||||
can’t have more than one mount bonded by this spell or find steed at the same
|
||||
time. As an action, you can release a mount from its bond, causing it to
|
||||
disappear permanently. Whenever the mount disappears, it leaves behind any
|
||||
objects it was wearing or carrying.
|
||||
"""
|
||||
name = "Find Greater Steed"
|
||||
level = 4
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class FindSteed(Spell):
|
||||
"""You summon a spirit that assumes the form of an unusually intelligent, strong,
|
||||
and loyal steed, creating a long-lasting bond with it. Appearing in an
|
||||
unoccupied space within range, the steed takes on a form that you choose, such
|
||||
as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other
|
||||
animals to be summoned as steeds.) The steed has the statistics of the chosen
|
||||
form, though it is a celestial, fey, or fiend (your choice) instead of its
|
||||
normal type. Additionally, if your steed has an Intelligence of 5 or less, its
|
||||
Intelligence becomes 6, and it gains the ability to understand one language of
|
||||
your choice that you speak.
|
||||
|
||||
Your steed serves you as a mount, both in combat
|
||||
and out, and you have an instinctive bond with it that allows you to fight as a
|
||||
seamless unit. While mounted on your steed, you can make any spell you cast that
|
||||
targets only you also target your steed.
|
||||
|
||||
When the steed drops to 0 hit points,
|
||||
it disappears, leaving behind no physical form. You can also dismiss your steed
|
||||
at any time as an action, causing it to disappear. In either case, casting this
|
||||
spell again summons the same steed, restored to its hit point maximum.
|
||||
|
||||
While
|
||||
your steed is within 1 mile of you, you can communicate with it telepathically.
|
||||
You can’t have more than one steed bonded by this spell at a time. As an action,
|
||||
you can release the steed from its bond at any time, causing it to disappear.
|
||||
"""
|
||||
name = "Find Steed"
|
||||
level = 2
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class FindThePath(Spell):
|
||||
"""This spell allows you to find the shortest, most direct physical route to a
|
||||
specific fixed location that you are familiar with on the same plane of
|
||||
existence. If you name a destination on another plan of existence, a destination
|
||||
that moves (such as a mobile fortress), or a destination that isn’t specific
|
||||
(such as "a green dragon’s lair”), the spell fails.
|
||||
|
||||
For the duration, as long
|
||||
as you are on the same plane of existence as the destination, you know how far
|
||||
it is and in what direction it lies. While you are traveling there, whenever you
|
||||
are presented with a choice of paths along the way, you atomatically determine
|
||||
which path is the shortest and most direct route (but not necessarily the safest
|
||||
route) to the destination.”
|
||||
"""
|
||||
name = "Find The Path"
|
||||
level = 6
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp and an object from the location you wish to find"""
|
||||
duration = "Concentration, up to 1 day"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Druid')
|
||||
|
||||
|
||||
class FindTraps(Spell):
|
||||
"""You sense the presence of any trap within range that is within line of sight.
|
||||
A
|
||||
trap, for the purpose of this spell, includes anything that would inflict a
|
||||
sudden or unexpected effect you consider harmful or undesirable, which was
|
||||
specifically intended as such by its creator. Thus, the spell would sense an
|
||||
area affected by the alarm spell, a glyph of warding, or a mechanical pit trap,
|
||||
but it would not reveal a natural weakness in the floor, an unstable ceiling, or
|
||||
a hidden sinkhole.
|
||||
|
||||
This spell merely reveals that a trap is present. You don’t
|
||||
learn the location of each trap, but you do learn the general nature of the
|
||||
danger posed by a trap you sense.
|
||||
"""
|
||||
name = "Find Traps"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class FingerOfDeath(Spell):
|
||||
"""You send negative energy coursing through a creature that you can see within
|
||||
range, causing it searing pain.
|
||||
The target must make a Constitution saving
|
||||
throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much
|
||||
damage on a successful one.
|
||||
|
||||
A humanoid killed by this spell rises at the start
|
||||
of your next turn as a zombie that is permanently under your command, following
|
||||
your verbal orders to the best of its ability.
|
||||
"""
|
||||
name = "Finger Of Death"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class FireBolt(Spell):
|
||||
"""You hurl a mote of fire at a creature or object within range. Make a ranged
|
||||
spell attack against the target. On a hit, the target takes 1d10 fire damage. A
|
||||
flammable object hit by this spell ignites if it isn’t being worn or carried.
|
||||
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level
|
||||
(2d10), 11th level (3d10), and 17th level (4d10).
|
||||
"""
|
||||
name = "Fire Bolt"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class FireShield(Spell):
|
||||
"""Thin and wispy flames wreathe your body for the duration, shedding bright light
|
||||
in a 10-foot radius and dim light for an additional 10 feet, You can end the
|
||||
spell early by using an action to dismiss it.
|
||||
|
||||
The flames provide you with a
|
||||
warm shield or a chill shield, as you choose. The warm shield grants you
|
||||
resistance to cold damage, and the chill shield grants you resistance to fire
|
||||
damage.
|
||||
|
||||
In addition, whenever a creature within 5 feet of you hits you with a
|
||||
melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage
|
||||
from a warm shield, or 2d8 cold damage from a cold shield.
|
||||
"""
|
||||
name = "Fire Shield"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of phosphorus or a firefly"""
|
||||
duration = "10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class FireStorm(Spell):
|
||||
"""A storm made up of sheets of roaring flame appears in a location you choose
|
||||
within range.
|
||||
The area of the storm consists of up to ten 10-foot cubes, which
|
||||
you can arrange as you wish. Each cube must have at least one face adjacent to
|
||||
the face of another cube. Each creature in the area must make Dexterity saving
|
||||
throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
The fire damages objects in the area and ignites flammable
|
||||
objects that aren’t being worn or carried. If you choose, plant life in the area
|
||||
is unaffected by this spell.
|
||||
"""
|
||||
name = "Fire Storm"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric', 'Druid', 'Sorcerer')
|
||||
|
||||
|
||||
class Fireball(Spell):
|
||||
"""A bright streak flashes from your pointing finger to a point you choose within
|
||||
range then blossoms with a low roar into an explosion of flame.
|
||||
Each creature in
|
||||
a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one. The fire
|
||||
spreads around corners. It ignites flammable objects in the area that aren’t
|
||||
being worn or carried.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 4th level or higher, the damage increases by 1d6 for each slot level
|
||||
above 3rd.
|
||||
"""
|
||||
name = "Fireball"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny ball of bat guano and sulfur"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class FlameArrows(Spell):
|
||||
"""You touch a quiver containing arrows or bolts. When a target is hit by a ranged
|
||||
weapon attack using a piece of ammunition drawn from the quiver, the target
|
||||
takes an extra 1d6 fire damage. The spell’s magic ends on the piece of
|
||||
ammunition when it hits or misses, and the spell ends when twelve pieces of
|
||||
ammunition have been drawn from the quiver.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a spell slot of 4th level or higher, the number of pieces of
|
||||
ammunition you can affect with this spell increases by two for each slot level
|
||||
above 3rd.
|
||||
"""
|
||||
name = "Flame Arrows"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class FlameBlade(Spell):
|
||||
"""You evoke a fiery blade in your free hand.
|
||||
The blade is similar in size and
|
||||
shape to a scimitar, and it lasts for the duration. If you let go of the blade,
|
||||
it disappears, but you can evoke the blade again as a bonus action.
|
||||
|
||||
You can use
|
||||
your action to make a melee spell attack with the fiery blade. On a hit, the
|
||||
target takes 3d6 fire damage.
|
||||
The flaming blade sheds bright light in a 10-foot
|
||||
radius and dim light for an additional 10 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 4th level or higher, the damage increases
|
||||
by 1d6 for every two slot levels above 2nd.
|
||||
"""
|
||||
name = "Flame Blade"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Leaf of sumac"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class FlameStrike(Spell):
|
||||
"""A vertical column of divine fire roars down from the heavens in a location you
|
||||
specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a
|
||||
point within range must make a Dexterity saving throw. A creature takes 4d6 fire
|
||||
damage and 4d6 radiant damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
of 6th level or higher, the fire damage or the radiant damage (your choice)
|
||||
increases by 1d6 for each slot level above 5th.
|
||||
"""
|
||||
name = "Flame Strike"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Pinch of sulfur"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class FlamingSphere(Spell):
|
||||
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice
|
||||
within range and lasts for the duration.
|
||||
Any creature that ends its turn within
|
||||
5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6
|
||||
fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
As a
|
||||
bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
|
||||
a creature, that creature must make the saving throw against the sphere’s
|
||||
damage, and the sphere stops moving this turn.
|
||||
|
||||
When you move the sphere, you
|
||||
can direct it over barriers up to 5 feet tall and jump it across pits up to 10
|
||||
feet wide. The sphere ignites flammable objects not being worn or carried, and
|
||||
it sheds bright light in a 20-foot radius and dim light for an additional 20
|
||||
feet.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 3rd
|
||||
level or higher, the damage increases by 1d6 for each slot level above 2nd.
|
||||
"""
|
||||
name = "Flaming Sphere"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of tallow, a pinch of brimstone, and a dusting of powdered iron"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Wizard')
|
||||
|
||||
|
||||
class FleshToStone(Spell):
|
||||
"""You attempt to turn one creature that you can see within range into stone.
|
||||
If
|
||||
the targets body is made of flesh, the creature must make a Constitution saving
|
||||
throw. On a failed save, it is restrained as its flesh begins to harden. On a
|
||||
successful save, the creature isn’t affected.
|
||||
|
||||
A creature restrained by this
|
||||
spell must make another Consititution saving throw at the end of each of its
|
||||
turns. If it successfully saves against this spell three times, the spell ends.
|
||||
If it fails saves three times, it is turned to stone and subjected to the
|
||||
petrified condition for the duration. The successes and failures don’t need to
|
||||
be consecutive; keep track of both until the target collects three of a kind.
|
||||
|
||||
|
||||
If the creature is physically broken while petrified, it suffers from similar
|
||||
deformities if it reverts to its original state. If you maintain your
|
||||
concentration on this spell for the entire possible duration, the creature is
|
||||
turned to stone until the effect is removed.
|
||||
"""
|
||||
name = "Flesh To Stone"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of lime, water, and earth"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Fly(Spell):
|
||||
"""You touch a willing creature. The target gains a flying speed of 60 feet for the
|
||||
duration. When the spell ends, the target falls if it is still aloft, unless it
|
||||
can stop the fall.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 4th level or higher, you can target one additional creature for each
|
||||
slot level above 3rd.
|
||||
"""
|
||||
name = "Fly"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A wing feather from any bird"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class FogCloud(Spell):
|
||||
"""You create a 20-foot-radius sphere of fog centered on a point within range. The
|
||||
sphere spreads around corners, and its area 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.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the radius of the fog increases by 20 feet for each
|
||||
slot level above 1st.
|
||||
"""
|
||||
name = "Fog Cloud"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Forbiddance(Spell):
|
||||
"""You create a ward against magical travel that protects up to 40,000 square feet
|
||||
of floor space to a height of 30 feet above the floor. For the duration,
|
||||
creatures can’t teleport into the area or use portals, such as those created by
|
||||
the gate spell, to enter the area. The spell proofs the area against planar
|
||||
travel, and therefore prevents creatures from accessing the area by way of the
|
||||
Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
|
||||
|
||||
In
|
||||
addition, the spell damages types of creatures that you choose when you cast
|
||||
it. Choose one or more of the following: celestials, elementals, fey, fiends,
|
||||
and undead. When a chosen creature enters the spell’s area for the first time on
|
||||
a turn or starts its turn there, the creature takes 5d10 radiant or necrotic
|
||||
damage (your choice when you cast this spell).
|
||||
|
||||
When you cast this spell, you
|
||||
can designate a password. A creature that speaks the password as it enters the
|
||||
area takes no damage from the spell.
|
||||
|
||||
This spell’s area can’t overlap with the
|
||||
area of another forbiddance spell. If you cast forbiddance every day for 30 days
|
||||
in the same location, the spell lasts until it is dispelled, and the material
|
||||
components are consumed on the last casting.
|
||||
"""
|
||||
name = "Forbiddance"
|
||||
level = 6
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp"""
|
||||
duration = "1 day"
|
||||
ritual = True
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class Forcecage(Spell):
|
||||
"""An immobile, invisible, cube-shaped prison composed of magical force springs
|
||||
into existence around an area you choose within range. The prison can be a cage
|
||||
or a solid box as you choose.
|
||||
|
||||
A prison in the shape of a cage can be up to 20
|
||||
feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
|
||||
|
||||
A
|
||||
prison in the shape of a box can be up to 10 feet on a side, creating a solid
|
||||
barrier that prevents any matter from passing through it and blocking any spells
|
||||
cast into or out of the area.
|
||||
|
||||
When you cast the spell, any creature that is
|
||||
completely inside the cage’s area is trapped. Creatures only partially within
|
||||
the area, or those too large to fit inside the area, are pushed away from the
|
||||
center of the area until they are completely outside the area.
|
||||
|
||||
A creature
|
||||
inside the cage can’t leave it by nonmagical means. If the creature tries to use
|
||||
teleportation or interplanar travel to leave the cage, it must first make a
|
||||
Charisma saving throw. On a success, the creature can use that magic to exit the
|
||||
cage. On a failure, the creature can’t exit the cage and wastes the use of the
|
||||
spell or effect. The cage also extends into the Ethereal Plane, blocking
|
||||
ethereal travel.
|
||||
This spell can’t be dispelled by dispel magic.
|
||||
"""
|
||||
name = "Forcecage"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "100 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Ruby dust worth 1,500 gp"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Foresight(Spell):
|
||||
"""You touch a willing creature and bestow a limited ability to see into the
|
||||
immediate future. For the duration, the target can’t be surprised and has
|
||||
advantage on attack rolls, ability checks, and saving throws. Additionally,
|
||||
other creatures have disadvantage on attack rolls against the target for the
|
||||
duration.
|
||||
This spell immediately ends if you cast it again before its duration
|
||||
ends.
|
||||
"""
|
||||
name = "Foresight"
|
||||
level = 9
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A hummingbird feather"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class FreedomOfMovement(Spell):
|
||||
"""You touch a willing creature. For the duration, the target’s movement is
|
||||
unaffected by difficult terrain, and spells and other magical effects can
|
||||
neither reduce the target’s speed nor cause the target to be paralyzed or
|
||||
restrained.
|
||||
|
||||
The target can also spend 5 feet of movement to automatically
|
||||
escape from nonmagical restraints, such as manacles or a creature that has it
|
||||
grappled. Finally, being underwater imposes no penalties on the target’s
|
||||
movement or attacks.
|
||||
"""
|
||||
name = "Freedom Of Movement"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A leather strap, bound around the arm or a similar appendage"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class Friends(Spell):
|
||||
"""For the duration, you have advantage on all Charisma checks directed at one
|
||||
creature of your choice that isn’t hostile toward you. When the spell ends, the
|
||||
creature realizes that you used magic to influence its mood and becomes hostile
|
||||
toward you. A creature prone to violence might attack you. Another creature
|
||||
might seek retribution in other ways (at the DM’s discretion), depending on the
|
||||
nature of your interaction with it.
|
||||
"""
|
||||
name = "Friends"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('S', 'M')
|
||||
materials = """A small amount of makeup applied to the face as this spell is cast"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Frostbite(Spell):
|
||||
"""You cause numbing frost to form on one creature that you can see within range.
|
||||
The target must make a Constitution saving throw. On a failed save, the target
|
||||
takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it
|
||||
makes before the end of its next turn.
|
||||
The spell’s damage increases by 1d6 when
|
||||
you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Frostbite"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,621 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class GaseousForm(Spell):
|
||||
"""You transform a willing creature you touch, along with everything it’s wearing
|
||||
and carrying, into a misty cloud for the duration. The spell ends if the
|
||||
creature drops to 0 hit points. An incorporeal creature isn’t affected.
|
||||
|
||||
While
|
||||
in this form, the target’s only method of movement is a flying speed of 10 feet.
|
||||
The target can enter and occupy the space of another creature. The target has
|
||||
resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
|
||||
and Constitution saving throws. The target can pass through small holes, narrow
|
||||
openings, and even mere cracks, though it treats liquids as though they were
|
||||
solid surfaces. The target can’t fall and remains hovering in the air even when
|
||||
stunned or otherwise incapacitated.
|
||||
|
||||
While in the form of a misty cloud, the
|
||||
target can’t talk or manipulate objects, and any objects it was carrying or
|
||||
holding can’t be dropped, used, or otherwise interacted with. The target can’t
|
||||
attack or cast spells.
|
||||
"""
|
||||
name = "Gaseous Form"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of gauze and a wisp of smoke"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Gate(Spell):
|
||||
"""You conjure a portal linking an unoccupied space you can see within range to a
|
||||
precise location on a different plane of existence. The portal is a circular
|
||||
opening, which you can make 5 to 20 feet in diameter. You can orient the portal
|
||||
in any direction you choose. The portal lasts for the duration.
|
||||
|
||||
The portal has
|
||||
a front and a back on each plane where it appears. Travel through the portal is
|
||||
possible only by moving through its front. Anything that does so is instantly
|
||||
transported to the other plane, appearing in the unoccupied space nearest to the
|
||||
portal.
|
||||
|
||||
Deities and other planar rulers can prevent portals created by this
|
||||
spell from opening in their presence or anywhere within their domains.
|
||||
|
||||
When you
|
||||
cast this spell, you can speak the name of a specific creature (a pseudonym,
|
||||
title, or nickname doesn’t work). If that creature is on a plane other than the
|
||||
one you are on, the portal opens in the named creature’s immediate vicinity and
|
||||
draws the creature through it to the nearest unoccupied space on your side of
|
||||
the portal. You gain no special power over the creature, and it is free to act
|
||||
as the Dm deems appropriate. It might leave, attack you, or help you.
|
||||
"""
|
||||
name = "Gate"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A diamond worth at least 5,000 gp"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Geas(Spell):
|
||||
"""You place a magical command on a creature that you can see within range, forcing
|
||||
it to carry out some service or refrain from some action or course of actiity
|
||||
as you decide.
|
||||
If the creature can understand you, it must succeed on a Wisdom
|
||||
saving throw or become charmed by you for the duration. While the creature is
|
||||
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
|
||||
directly counter to your instructions, but no more than once each day. A
|
||||
creature that can’t understand you is unaffected by the spell.
|
||||
|
||||
You can issue
|
||||
any command you choose, short of an activity that would result in certain death.
|
||||
Should you issue a suicidal command, the spell ends. You can end the spell
|
||||
early by using an action to dismiss it. A remove curse, greater restoration, or
|
||||
wish spell also ends it.
|
||||
|
||||
At Higher Levels: When you cast this spell usinga
|
||||
spell slot of 7th or 8th level, the duration is 1 year.
|
||||
When you cast this
|
||||
spell using a spell slot of 9th level, the spell lasts until it is ended by one
|
||||
of the spells mentioned above.
|
||||
"""
|
||||
name = "Geas"
|
||||
level = 5
|
||||
casting_time = "1 minute"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "30 days"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Wizard')
|
||||
|
||||
|
||||
class GentleRepose(Spell):
|
||||
"""You touch a corpse or other remains. For the duration, the target is protected
|
||||
from decay and can’t become undead.
|
||||
|
||||
The spell also effectively extends the time
|
||||
limit on raising the target from the dead, since days spent under the influence
|
||||
of this spell don’t count against the time limit of spells such as raise dead.
|
||||
"""
|
||||
name = "Gentle Repose"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration"""
|
||||
duration = "10 days"
|
||||
ritual = True
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Wizard')
|
||||
|
||||
|
||||
class GiantInsect(Spell):
|
||||
"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
|
||||
within range into giant versions of their natural forms for the duration. A
|
||||
centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
|
||||
becomes a giant wasp, and a scorpion becomes a giant scorpion.
|
||||
|
||||
Each creature
|
||||
obeys your verbal commands, and in combat, they act on your turn each round. The
|
||||
DM has the statistics for these creatures and resolves their actions and
|
||||
movement.
|
||||
|
||||
A creature remains in its giant size for the duration, until it drops
|
||||
to 0 hit points, or until you use an action to dismiss the effect on it.
|
||||
|
||||
The
|
||||
DM might allow you to choose different targets. For example, if you transform a
|
||||
bee, its giant version might have the same statistics as a giant wasp.
|
||||
"""
|
||||
name = "Giant Insect"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class Glibness(Spell):
|
||||
"""Until the spell ends, when you make a Charisma check, you can replace the number
|
||||
you roll with a 15. Additionally, no matter what you say, magic that would
|
||||
determine if you are telling the truth indicates that you are being truthful.
|
||||
"""
|
||||
name = "Glibness"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Warlock')
|
||||
|
||||
|
||||
class GlobeOfInvulnerability(Spell):
|
||||
"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
|
||||
radius around you and remains for the duration.
|
||||
|
||||
Any spell of 5th level or lower
|
||||
cast from outside the barrier can’t affect creatures or objects within it, even
|
||||
if the spell is cast using a higher level spell slot. Such a spell can target
|
||||
creatures and objects within the barrier, but the spell has no effect on them.
|
||||
Similarly, the area within the barrier is excluded from the areas affected by
|
||||
such spells.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
7th level or higher, the barrier blocks spells of one level higher for each slot
|
||||
level above 6th.
|
||||
"""
|
||||
name = "Globe Of Invulnerability"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (10-foot radius)"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A glass or crystal bead that shatters when the spell ends"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('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 don’t 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"
|
||||
classes = ('you', 'cast', 'this', 'spell', 'using', 'a', 'spell', 'slot', 'of', '4th', 'level', 'or', 'higher', 'the', 'damage', 'of', 'an', 'explosive', 'runes', 'glyph', 'increases', 'by', '1d8', 'for', 'each', 'slot', 'level', 'above', '3rd.', 'If', 'you', 'create', 'a', 'spell', 'glyph', 'you', 'can', 'store', 'any', 'spell', 'of', 'up', 'to', 'the', 'same', 'level', 'as', 'the', 'slot', 'you', 'use', 'for', 'the', 'glyph', 'of')
|
||||
|
||||
|
||||
class Goodberry(Spell):
|
||||
"""Up to ten berries appear in your hand and are infused with magic for the
|
||||
duration. A creature can use its action to eat one berry. Eating a berry
|
||||
restores 1 hit point, and the berry provides enough nourishment to sustain a
|
||||
creature for one day.
|
||||
The berries lose their potency if they have not been
|
||||
consumed within 24 hours of the casting of this spell.
|
||||
"""
|
||||
name = "Goodberry"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sprig of mistletoe"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class GraspingVine(Spell):
|
||||
"""You conjure a vine that sprouts from the ground in an unoccupied space of your
|
||||
choice that you can see within range. When you cast this spell, you can direct
|
||||
the vine to lash out at a creature within 30 feet of it that you can see. That
|
||||
creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
|
||||
toward the vine.
|
||||
|
||||
Until the spell ends, you can direct the vine to lash out at
|
||||
the same creature or another one as a bonus action on each of your turns.
|
||||
"""
|
||||
name = "Grasping Vine"
|
||||
level = 4
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class Grease(Spell):
|
||||
"""Slick grease covers the ground in a 10-foot square centered on a point within
|
||||
range and turns it into difficult terrain for the duration.
|
||||
|
||||
When the grease
|
||||
appears, each creature standing in its area must succeed on a Dexterity saving
|
||||
throw or fall prone. A creature that enters the area or ends its turn there must
|
||||
also succeed on a Dexterity saving throw or fall prone.
|
||||
"""
|
||||
name = "Grease"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of pork rind or butter"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class GreaterInvisibility(Spell):
|
||||
"""You or 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.
|
||||
"""
|
||||
name = "Greater Invisibility"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class GreaterRestoration(Spell):
|
||||
"""You imbue a creature you touch with positive energy to undo a debilitating
|
||||
effect. You can reduce the target’s exhaustion level by one, or end one of the
|
||||
following effects on the target:
|
||||
* One effect that charmed or petrified the
|
||||
target
|
||||
* One curse, including the target’s attunement to a cursed magic item
|
||||
*
|
||||
Any reduction to one of the target’s ability scores
|
||||
* One effect reducing the
|
||||
target’s hit point maximum
|
||||
"""
|
||||
name = "Greater Restoration"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Diamond dust worth at least 100 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Cleric', 'Druid')
|
||||
|
||||
|
||||
class GreenFlameBlade(Spell):
|
||||
"""As part of the action used to cast this spell, you must make a melee attack with
|
||||
a weapon against one creature within the spell's range, otherwise the spell
|
||||
fails. On a hit, the target suffers the attack's normal effects, and green fire
|
||||
leaps from the target to a different creature of your choice that you can see
|
||||
within 5 feet of it. The second creature takes fire damage equal to your
|
||||
spellcasting ability modifier. This spell's damage increases when you reach
|
||||
higher levels.
|
||||
|
||||
At Higher Levels: At 5th level, the melee attack deals an extra
|
||||
1d8 fire damage to the target, and the fire damage to the second creature
|
||||
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
|
||||
increase by 1d8 at 11th level and 17th level.
|
||||
"""
|
||||
name = "Green-Flame Blade"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "5 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A weapon"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class GuardianOfFaith(Spell):
|
||||
"""A Large spectral guardian appears and hovers for the duration in an unoccupied
|
||||
space of your choice that you can see within range. The guardian occupies that
|
||||
space and is indistinct except for a gleaming sword and shield emblazoned with
|
||||
the symbol of your deity.
|
||||
|
||||
Any creature hostile to you that moves to a space
|
||||
within 10 feet of the guardian for the firs time on a turn must succeed on a
|
||||
Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
|
||||
or half as much damage on a successful one. The guardian vanishes when it has
|
||||
dealt a total of 60 damage.
|
||||
"""
|
||||
name = "Guardian Of Faith"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class GuardianOfNature(Spell):
|
||||
"""A nature spirit answers your call and transforms you into a powerful guardian.
|
||||
The transformation lasts until the spell ends. You choose one of the following
|
||||
forms to assume: Primal Beast or Great Tree.
|
||||
Primal Beast. Bestial fur covers
|
||||
your body, your facial features become feral, and you gain the following
|
||||
benefits:
|
||||
- Your walking speed increases by 10 feet.
|
||||
- You gain darkvision with
|
||||
a range of 120 feet.
|
||||
- You make Strength—based attack rolls with advantage.
|
||||
-
|
||||
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
|
||||
Great Tree.
|
||||
Your skin appears barky, leaves sprout from your hair, and you gain the
|
||||
following benefits:
|
||||
. You gain 10 temporary hit points.
|
||||
- You make Constitution
|
||||
saving throws with advantage.
|
||||
- You make Dexterity- and Wisdom-based attack
|
||||
rolls with advantage.
|
||||
- While you are on the ground, the ground within 15 feet
|
||||
of you is difficult terrain for your enemies.
|
||||
"""
|
||||
name = "Guardian Of Nature"
|
||||
level = 4
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class GuardsAndWards(Spell):
|
||||
"""You create a ward that protects up to 2,500 square feet of floor space (an area
|
||||
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
|
||||
The warded area can be up to 20 feet tall, and shaped as you desire. You can
|
||||
ward several stories of a stronghold by dividing the area among them, as long as
|
||||
you can walk into each contiguous area while you are casting the spell.
|
||||
|
||||
When
|
||||
you cast this spell, you can specify individuals that are unaffected by any or
|
||||
all of the effects that you choose. You can also specify a password that, when
|
||||
spoken aloud, makes the speaker immune to these effects.
|
||||
|
||||
Guards and wards
|
||||
creates the following effects within the warded area.
|
||||
|
||||
Corridors
|
||||
Fog fills all
|
||||
the warded corridors, making them heavily obscured. In addition, at each
|
||||
intersection or branching passage offering a choice of direction, there is a 50
|
||||
percent chance that a creature other than you will believe it is going in the
|
||||
opposite direction from the one it chooses.
|
||||
|
||||
Doors
|
||||
All doors in the warded area
|
||||
are magically locked, as if sealed by an arcane lock spell. In addition, you can
|
||||
cover up to ten doors with an illusion (equivalent to the illusory object
|
||||
function of the m inor illusion spell) to make them appear as plain sections of
|
||||
wall.
|
||||
|
||||
Stairs
|
||||
Webs fill all stairs in the warded area from top to bottom, as the
|
||||
web spell. These strands regrow in 10 minutes if they are burned or torn away
|
||||
while guards and wards lasts.
|
||||
|
||||
Other Spell Effect
|
||||
You can place your choice of
|
||||
one of the following magical effects within the warded area of the stronghold.
|
||||
•
|
||||
Place dancing lights in four corridors. You can designate a simple program that
|
||||
the lights repeat as long as
|
||||
guards and wards lasts.
|
||||
• Place magic mouth in two
|
||||
locations.
|
||||
• Place stinking cloud in two locations. The vapors appear in the
|
||||
places you designate; they return within 10 minutes if dispersed by wind while
|
||||
guards and wards lasts.
|
||||
• Place a constant gust of wind in one corridor or room.
|
||||
|
||||
• Place a suggestion in one location. You select an area of up to 5 feet
|
||||
square, and any creature that enters
|
||||
or passes through the area receives the
|
||||
suggestion mentally.
|
||||
|
||||
The whole warded area radiates magic. A dispel magic cast
|
||||
on a specific effect, if successful, removes only that effect.
|
||||
You can create a
|
||||
permanently guarded and warded structure by casting this spell there every
|
||||
day for one year.
|
||||
"""
|
||||
name = "Guards And Wards"
|
||||
level = 6
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
class Guidance(Spell):
|
||||
"""You touch one willing creature. Once before the spell ends, the target can roll
|
||||
a d4 and add the number rolled to one ability check of its choice. It can roll
|
||||
the die before or after making the ability check. The spell then ends.
|
||||
"""
|
||||
name = "Guidance"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric', 'Druid')
|
||||
|
||||
|
||||
class GuidingBolt(Spell):
|
||||
"""A flash of light streaks toward a creature of your choice within range.
|
||||
Make a
|
||||
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
|
||||
damage, and the next attack roll made against this target before the end of your
|
||||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||||
target until then.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
name = "Guiding Bolt"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 round"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class Gust(Spell):
|
||||
"""You seize the air and compel it to create one of the following effects at a
|
||||
point you can see within range:
|
||||
• One Medium or smaller creature that you choose
|
||||
must succeed on a Strength saving throw or be pushed up to 5 feet away from
|
||||
you.
|
||||
• You create a small blast of air capable of moving one object that is
|
||||
neither held nor carried and that weighs no more than 5 pounds. The object is
|
||||
pushed up to 10 feet away from you. It isn’t pushed with enough force to cause
|
||||
damage.
|
||||
• You create a harmless sensory affect using air, such as causing leaves
|
||||
to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
|
||||
"""
|
||||
name = "Gust"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class GustOfWind(Spell):
|
||||
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
|
||||
direction you choose for the spell’s duration. Each creature that starts its
|
||||
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
|
||||
away from you in a direction following the line.
|
||||
|
||||
Any creature in the line must
|
||||
spend 2 feet of movement for every 1 foot it moves when moving closer to you.
|
||||
|
||||
|
||||
The gust disperses gas or vapor, and it extinguishes candles, torches, and
|
||||
similar unprotected flames in the area. It causes protected flames, such as
|
||||
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
|
||||
them.
|
||||
|
||||
As a bonus action on each of your turns before the spell ends, you can
|
||||
change the direction in which the line blasts from you.
|
||||
"""
|
||||
name = "Gust Of Wind"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (60-foot line)"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A legume seed"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,552 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class HailOfThorns(Spell):
|
||||
"""The next time you hit a creature with a ranged weapon attack before the spell
|
||||
ends, this spell creates a rain of thorns that sprouts from your ranged weapon
|
||||
or ammunition. In addition to the normal effect of the attack, the target of the
|
||||
attack and each creature within 5 feet of it must make a Dexterity saving
|
||||
throw. A creature takes 1d10 piercing damage on a failed save, or half as much
|
||||
damage on a successful one.
|
||||
|
||||
At Higher Levels: If you cast this spell using a
|
||||
spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
|
||||
level above 1st (to a maximum of 6d10).
|
||||
"""
|
||||
name = "Hail Of Thorns"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Ranger',)
|
||||
|
||||
|
||||
class Hallow(Spell):
|
||||
"""You touch a point and infuse an area around it with holy (or unholy) power. The
|
||||
area can have a radius up to 60 feet, and the spell fails if the radius includes
|
||||
an area already under the effect a hallow spell. The affected area is subject
|
||||
to the following effects.
|
||||
|
||||
First, celestials, elementals, fey, fiends, and
|
||||
undead can’t enter the area, nor can such creatures charm, frighten, or possess
|
||||
creatures within it. Any creature charmed, frightened, or possessed by such a
|
||||
creature is no longer charmed, frightened, or possessed upon entering the area.
|
||||
You can exclude one or more of those types of creatures from this effect.
|
||||
|
||||
|
||||
Second, you can bind an extra effect to the area. Choose the effect from the
|
||||
following list, or choose an effect offered by the DM. Som e of these effects
|
||||
apply to creatures in the area; you can designate whether the effect applies to
|
||||
all creatures, creatures that follow a specific deity or leader, or creatures of
|
||||
a specific sort, such as ores or trolls. When a creature that would be affected
|
||||
enters the spell’s area for the first time on a turn or starts its turn there,
|
||||
it can make a Charisma saving throw. On a success, the creature ignores the
|
||||
extra effect until it leaves the area.
|
||||
|
||||
Courage
|
||||
Affected creatures can’t be
|
||||
frightened while in the area.
|
||||
|
||||
Darkness
|
||||
Darkness fills the area. Normal light,
|
||||
as well as magical light created by spells of a lower level than the slot you
|
||||
used to cast this spell, can’t illuminate the area.
|
||||
|
||||
Daylight
|
||||
Bright light fills
|
||||
the area. Magical darkness created by spells of a lower level than the slot you
|
||||
used to cast this spell can’t extinguish the light.
|
||||
|
||||
Energy Protection
|
||||
Affected
|
||||
creatures in the area have resistance to one damage type of your choice, except
|
||||
for bludgeoning, piercing, or slashing.
|
||||
|
||||
Energy Vulnerability
|
||||
Affected
|
||||
creatures in the area have vulnerability to one damage type of your choice,
|
||||
except for bludgeoning, piercing, or slashing.
|
||||
|
||||
Everlasting Rest
|
||||
Dead bodies
|
||||
interred in the area can’t be turned into undead.
|
||||
|
||||
Extradimensional Interference
|
||||
|
||||
Affected creatures can’t move or travel using teleportation or by
|
||||
extradimensional or interplanar means.
|
||||
|
||||
Fear
|
||||
Affected creatures are frightened
|
||||
while in the area.
|
||||
|
||||
Silence
|
||||
No sound can emanate from within the area, and no
|
||||
sound can reach into it.
|
||||
|
||||
Tongues
|
||||
Affected creatures can communicate with any
|
||||
other creature in the area, even if they don’t share a common language.
|
||||
"""
|
||||
name = "Hallow"
|
||||
level = 5
|
||||
casting_time = "24 hours"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes"""
|
||||
duration = "Until dispelled"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class HallucinatoryTerrain(Spell):
|
||||
"""You make natural terrain in a 150-foot cube in range look, sound, and smell like
|
||||
some other sort of natural terrain. Thus, open fields or a road can be made to
|
||||
resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.
|
||||
A pond can be made to seem like a grassy meadow, a precipice like a gentle
|
||||
slope, or a rock-strewn gully like a wide and smooth road. Manufactured
|
||||
structures, equipment, and creatures within the area aren’t changed in
|
||||
appearance.
|
||||
|
||||
The tactile characteristics of the terrain are unchanged, so
|
||||
creatures entering the area are likely to see through the illusion. If the
|
||||
difference isn’t obvious by touch, a creature carefully examining the illusion
|
||||
can attempt an Intelligence (Investigation) check against your spell save DC to
|
||||
disbelieve it. A creature who discerns the illusion for what it is, sees it as a
|
||||
vague image superimposed on the terrain.
|
||||
"""
|
||||
name = "Hallucinatory Terrain"
|
||||
level = 4
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "300 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A stone, a twig, and a bit of green plant"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Harm(Spell):
|
||||
"""You unleash a virulent disease on a creature that you can see within range.
|
||||
The
|
||||
target must make a Constitution saving throw. On a failed save, it takes 14d6
|
||||
necrotic damage, or half as much damage on a successful save. The damage can’t
|
||||
reduce the target’s hit points below 1. If the target fails the saving throw,
|
||||
its hit point maximum is reduced for 1 hour by an amount equal to the necrotic
|
||||
damage it took. Any effect that removes a disease allows a creature’s hit point
|
||||
maximum to return to normal before that time passes.
|
||||
"""
|
||||
name = "Harm"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class Haste(Spell):
|
||||
"""Choose a willing creature that you can see within range. Until the spell ends,
|
||||
the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on
|
||||
Dexterity saving throws, and it gains an additional action on each of its turns.
|
||||
That action can be used only to take the Attack (one weapon attack only), Dash,
|
||||
Disengage, Hide, or Use an Object action.
|
||||
|
||||
When the spell ends, the target
|
||||
can’t move or take actions until after its next turn, as a wave of lethargy
|
||||
sweeps over it.
|
||||
"""
|
||||
name = "Haste"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A shaving of licorice root"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Heal(Spell):
|
||||
"""Choose a creature that you can see within range. A surge of positive energy
|
||||
washes through the creature, causing it to regain 70 hit points. The spell also
|
||||
ends blindness, deafness, and any diseases affecting the target. This spell has
|
||||
no effect on constructs or undead.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using aspell slot of 7th level or higher, the amount of healing increases by 10
|
||||
for each slot level above 6th.
|
||||
"""
|
||||
name = "Heal"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric', 'Druid')
|
||||
|
||||
|
||||
class HealingSpirit(Spell):
|
||||
"""You call forth a nature spirit to soothe the wounded. The intangible spirit
|
||||
appears in a space that is a 5-foot cube you can see within range. The spirit
|
||||
looks like a transparent beast or fey (your choice). Until the spell ends,
|
||||
whenever you or a creature you can see moves into the spirits space for the
|
||||
first time on a turn or starts its turn there, you can cause the spirit to
|
||||
restore ld6 hit points to that creature (no action required). The spirit can’t
|
||||
heal constructs or undead. As a bonus action on your turn, you can move the
|
||||
Spirit up to 30 feet to a space you can see.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a spell slot of 3rd level or higher, the healing increases 1d6
|
||||
for each slot level above 2nd.
|
||||
"""
|
||||
name = "Healing Spirit"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class HealingWord(Spell):
|
||||
"""A creature of your choice that you can see within range regains hit points equal
|
||||
to 1d4 + your spellcasting ability modifier.
|
||||
This spell has no effect on undead
|
||||
or constructs.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the healing increases by 1d4 for each slot level above
|
||||
1st.
|
||||
"""
|
||||
name = "Healing Word"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Cleric', 'Druid')
|
||||
|
||||
|
||||
class HeatMetal(Spell):
|
||||
"""Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
|
||||
medium metal armor, that you can see within range. You cause the object to glow
|
||||
red-hot. Any creature in physical contact with the object takes 2d8 fire damage
|
||||
when you cast the spell. Until the spell ends, you can use a bonus action on
|
||||
each of your subsequent turns to cause this damage again.
|
||||
|
||||
If a creature is
|
||||
holding or wearing the object and takes the damage from it, the creature must
|
||||
succeed on a Constitution saving throw or drop the object if it can. If it
|
||||
doesn’t drop the object, it has disadvantage on attack rolls and ability checks
|
||||
until the start of your next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
name = "Heat Metal"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A piece of iron and a flame"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Druid')
|
||||
|
||||
|
||||
class HellishRebuke(Spell):
|
||||
"""Reaction: you are being damaged by a creature within 60 feet of you that you can
|
||||
see.
|
||||
|
||||
You point your finger, and the creature that damaged you is momentarily
|
||||
surrounded by hellish flames. The creature must make a Dexterity saving throw.
|
||||
It takes 2d10 fire damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
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 level above
|
||||
1st.
|
||||
"""
|
||||
name = "Hellish Rebuke"
|
||||
level = 1
|
||||
casting_time = "Special"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class HeroesFeast(Spell):
|
||||
"""You bring forth a great feast, including magnificent food and drink. The feast
|
||||
takes 1 hour to consume and disappears at the end of that time, and the
|
||||
beneficial effects don’t set in until this hour is over. Up to twelve other
|
||||
creatures can partake of the feast.
|
||||
|
||||
A creature that partakes of the feast gains
|
||||
several benefits. The creature is cured of all diseases and poison, becomes
|
||||
immune to poison and being frightened, and makes all Wisdom saving throws with
|
||||
advantage. Its hit point maximum also increases by 2d10, and it gains the same
|
||||
number of hit points. These benefits last for 24 hours.
|
||||
"""
|
||||
name = "Heroes Feast"
|
||||
level = 6
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A gem-encrusted bowl worth at least 1,000 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric', 'Druid')
|
||||
|
||||
|
||||
class Heroism(Spell):
|
||||
"""A willing creature you touch is imbued with bravery.
|
||||
Until the spell ends, the
|
||||
creature is immune to being frightened and gains temporary hit points equal to
|
||||
your spellcasting ability modifier at the start of each of its turns. When the
|
||||
spell ends, the target loses any remaining temporary hit points from this spell.
|
||||
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd level or
|
||||
higher, you can target one additional creature for each slot level above 1st.
|
||||
"""
|
||||
name = "Heroism"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Paladin')
|
||||
|
||||
|
||||
class Hex(Spell):
|
||||
"""You place a curse on a creature that you can see within range. Until the spell
|
||||
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it
|
||||
with an attack. Also, choose one ability when you cast the spell. The target has
|
||||
disadvantage on ability checks made with the chosen ability.
|
||||
|
||||
If the target
|
||||
drops to 0 hit points before this spell ends, you can use a bonus action on a
|
||||
subsequent turn of yours to curse a new creature.
|
||||
|
||||
A remove curse cast on the
|
||||
target ends this spell early.
|
||||
|
||||
At Higher Levels: When you cast this spell using
|
||||
a spell slot of 3rd or 4th level, you can maintain your concentration on the
|
||||
spell for up to 8 hours.
|
||||
When you use a spell slot of 5th level or higher, you
|
||||
can maintain your concentration on the spell for up to 24 hours.
|
||||
"""
|
||||
name = "Hex"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """The petrified eye of a newt"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class HoldMonster(Spell):
|
||||
"""Choose a creature that you can see within range. The target must succeed on a
|
||||
Wisdom saving throw or be paralyzed for the duration. This spell has no effect
|
||||
on undead. At the end of each of its turns, the target can make another Wisdom
|
||||
saving throw. On a success, the spell ends on the target.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, you can
|
||||
target one additional creature for each slot level above 5th. The creatures must
|
||||
be within 30 feet of each other when you target them.
|
||||
"""
|
||||
name = "Hold Monster"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small, straight piece of iron"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class HoldPerson(Spell):
|
||||
"""Choose a humanoid that you can see within range. The target must succeed on a
|
||||
Wisdom saving throw or be paralyzed for the duration. At the end of each of its
|
||||
turns, the target can make another Wisdom saving throw. On a success, the spell
|
||||
ends on the target.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of 3rd level or higher, you can target one additional humanoid for each
|
||||
slot level above 2nd. The humanoids must be within 30 feet of each other when
|
||||
you target them.
|
||||
"""
|
||||
name = "Hold Person"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small, straight piece of iron"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class HolyAura(Spell):
|
||||
"""Divine light washes out from you and coalesces in a soft radiance in a 30-foot
|
||||
radius around you.
|
||||
Creatures of your choice in that radius when you cast this
|
||||
spell shed dim light in a 5-foot radius and have advantage on all saving throws,
|
||||
and other creatures have disadvantage on attack rolls against them until the
|
||||
spell ends. In addition, when a fiend or an undead hits an affected creature
|
||||
with a melee attack, the aura flashes with brilliant light. The attacker must
|
||||
succeed on a Constitution saving throw or be blinded until the spell ends.
|
||||
"""
|
||||
name = "Holy Aura"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class HolyWeapon(Spell):
|
||||
"""You imbue a weapon you touch with holy power. Until the spell ends, the weapon
|
||||
emits bright light in a 30—foot radius and dim light for an additional 30 feet.
|
||||
In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a
|
||||
hit. If the weapon isn’t already a magic weapon, it becomes one for the
|
||||
duration. As a bonus action on your turn, you can dismiss this spell and cause
|
||||
the weapon to emit a burst of radiance. Each creature of your choice that you
|
||||
can see within 30 feet ofyou must make a Constitution saving throw. On a failed
|
||||
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
|
||||
successful save, a creature takes half as much damage and isn’t blinded. At the
|
||||
end of each Ofits turns, a blinded creature can make a Constitution saving
|
||||
throw, ending the effect on itselfon a success.
|
||||
"""
|
||||
name = "Holy Weapon"
|
||||
level = 5
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
class HungerOfHadar(Spell):
|
||||
"""You open a gateway to the dark between the stars, a region infested with unknown
|
||||
horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered
|
||||
on a point with range and lasting for the duration. This void is filled with a
|
||||
cacophony of soft whispers and slurping noises that can be heard up to 30 feet
|
||||
away. No light, magical or otherwise, can illuminate the area, and creatures
|
||||
fully within the area are blinded.
|
||||
|
||||
The void creates a warp in the fabric of
|
||||
space, and the area is difficult terrain. Any creature that starts its turn in
|
||||
the area takes 2d6 cold damage. Any creature that ends its turn in the area must
|
||||
succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
|
||||
otherwordly tentacles rub against it.
|
||||
"""
|
||||
name = "Hunger Of Hadar"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pickled octopus tentacle"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class HuntersMark(Spell):
|
||||
"""You choose a creature you can see within range and mystically mark it as your
|
||||
quarry.
|
||||
Until the spell ends, you deal an extra 1d6 damage to the target
|
||||
whenever you hit it with a weapon attack, and you have advantage on any Wisdom
|
||||
(Perception) or Wisdom (Survival) check you make to find it. If the target drops
|
||||
to 0 hit points before this spell ends, you can use a bonus action on a
|
||||
subsequent turn of yours to mark a new creature.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 3rd or 4th level, you can maintain your
|
||||
concentration on the spell for up to 8 hours.
|
||||
When you use a spell slot of 5th
|
||||
level or higher, you can maintain your concentration on the spell for up to 24
|
||||
hours.
|
||||
"""
|
||||
name = "Hunters Mark"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Ranger',)
|
||||
|
||||
|
||||
class HypnoticPattern(Spell):
|
||||
"""You create a twisting pattern of colors that weaves through the air inside a
|
||||
30-foot cube within range.
|
||||
The pattern appears for a moment and vanishes. Each
|
||||
creature in the area who sees the pattern must make a Wisdom saving throw. On a
|
||||
failed save, the creature becomes charmed for the duration. While charmed by
|
||||
this spell, the creature is incapacitated and has a speed of 0.
|
||||
|
||||
The spell ends
|
||||
for an affected creature if it takes any damage or if someone else uses an
|
||||
action to shake the creature out of its stupor.
|
||||
"""
|
||||
name = "Hypnotic Pattern"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('S', 'M')
|
||||
materials = """A glowing stick of incense or a crystal vial filled with phosphorescent material"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,541 @@
|
||||
from .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,
|
||||
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
|
||||
damage increases by 1d6 for each slot level above 1st.
|
||||
"""
|
||||
name = "Ice Knife"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('S', 'M')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
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
|
||||
slot level above 4th.
|
||||
"""
|
||||
name = "Ice Storm"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "300 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of dust and a few drops of water"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
created it.
|
||||
|
||||
If you instead touch a creature throughout the casting, you learn
|
||||
what spells, if any, are currently affecting it.
|
||||
"""
|
||||
name = "Identify"
|
||||
level = 1
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pearl worth at least 100 gp and an owl feather"""
|
||||
duration = "Instantaneous"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
and has advantage on saving throws against its breath.
|
||||
"""
|
||||
name = "Illusory Dragon"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
hand and language, though the language must be one you know.
|
||||
|
||||
Should the spell
|
||||
be dispelled, the original script and the illusion both disappear.
|
||||
A creature
|
||||
with truesight can read the hidden message.
|
||||
"""
|
||||
name = "Illusory Script"
|
||||
level = 1
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('S', 'M')
|
||||
materials = """A lead-based ink worth at least 10 gp, which the spell consumes"""
|
||||
duration = "10 days"
|
||||
ritual = True
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
by nonmagical means.
|
||||
If damage from this spell kills a target, the target is
|
||||
turned to ash.
|
||||
"""
|
||||
name = "Immolation"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
age. Divination spells can’t locate or perceive the target.
|
||||
|
||||
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
|
||||
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
|
||||
any means until then.
|
||||
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
|
||||
structure or area of your choice.
|
||||
The special component for this version of the
|
||||
spell is a miniature representation of the prison made from jade.
|
||||
|
||||
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 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
|
||||
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
|
||||
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,
|
||||
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
|
||||
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
|
||||
target of the first casting is immediately freed from its binding.
|
||||
"""
|
||||
name = "Imprisonment"
|
||||
level = 9
|
||||
casting_time = "1 minute"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per hit die of the target"""
|
||||
duration = "Until dispelled"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class IncendiaryCloud(Spell):
|
||||
"""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
|
||||
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
|
||||
spell’s area for the first time on a turn or ends its turn there.
|
||||
|
||||
The cloud
|
||||
moves 10 feet directly away from you in a direction that you choose at the start
|
||||
of each of your turns.
|
||||
"""
|
||||
name = "Incendiary Cloud"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
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 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
|
||||
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,”
|
||||
“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
|
||||
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
|
||||
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
|
||||
each slot level above 5th.
|
||||
"""
|
||||
name = "Infernal Calling"
|
||||
level = 5
|
||||
casting_time = "1 minute"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A ruby worth at least 999 gp"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Infestation(Spell):
|
||||
"""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
|
||||
doesn't move.
|
||||
The spell’s damage increases by 1d6 when you reach 5th level
|
||||
(2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Infestation"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A living flea"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
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
|
||||
level above 1st.
|
||||
"""
|
||||
name = "Inflict Wounds"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
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
|
||||
terrain.
|
||||
|
||||
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
|
||||
there.
|
||||
|
||||
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"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "300 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A few grains of sugar, some kernels of grain, and a smear of fat"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric', 'Druid', 'Sorcerer')
|
||||
|
||||
|
||||
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
|
||||
you. Until the spell ends, you gain the following benefits:
|
||||
• 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
|
||||
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
|
||||
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.
|
||||
"""
|
||||
name = "Investiture Of Flame"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
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.
|
||||
"""
|
||||
name = "Investiture Of Ice"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
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.
|
||||
"""
|
||||
name = "Investiture Of Stone"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class InvestitureOfWind(Spell):
|
||||
"""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
|
||||
attack roll.
|
||||
• 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
|
||||
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.
|
||||
"""
|
||||
name = "Investiture Of Wind"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
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.
|
||||
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
|
||||
target one additional creature for each slot level above 2nd.
|
||||
"""
|
||||
name = "Invisibility"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An eyelash encased in gum arabic"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Invulnerability(Spell):
|
||||
"""You are immune to all damage until the spell ends.
|
||||
"""
|
||||
name = "Invulnerability"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small piece of adamantine worth at least 500 gp, which the spell consumes"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class Jump(Spell):
|
||||
"""You touch a creature. The creature’s jump distance is tripled until the spell
|
||||
ends.
|
||||
"""
|
||||
name = "Jump"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A grasshopper’s hind leg"""
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
@@ -1,562 +0,0 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class Jump(Spell):
|
||||
"""You touch a creature. The creature’s jump distance is tripled until the
|
||||
spell ends.
|
||||
|
||||
"""
|
||||
name = "Jump"
|
||||
level = 1
|
||||
casting_time = '1 action'
|
||||
casting_range = "Touch"
|
||||
components = ("V", "S", "M")
|
||||
materials = "A grasshoppers hind leg"
|
||||
duration = "1 minute"
|
||||
magic_school = "Transmutation"
|
||||
classes = ("Druid", 'Ranger', 'Sorceror', 'Wizard')
|
||||
|
||||
|
||||
class Knock(Spell):
|
||||
"""Choose an object that you can see within range. The object can be a
|
||||
door, a box, a chest, a set of manacles, a padlock, or another
|
||||
object that contains a mundane or magical means that prevents
|
||||
access. A target that is held shut by a mundane lock or that is
|
||||
stuck or barred becomes unlocked, unstuck, or unbarred. If the
|
||||
object has multiple locks, only one of them is unlocked. If you
|
||||
choose a target that is held shut with arcane lock, that spell is
|
||||
suppressed for 10 minutes, during which time the target can be
|
||||
opened and shut normally. When you cast the spell, a loud knock,
|
||||
audible from as far away as 300 feet, emanates from the target
|
||||
object.
|
||||
|
||||
"""
|
||||
name = "Knock"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class LesserRestoration(Spell):
|
||||
"""You touch a creature and can end either one disease or one
|
||||
condition afflicting it. The condition can be blinded, deafened,
|
||||
paralyzed, or poisoned.
|
||||
|
||||
"""
|
||||
name = "Lesser Restoration"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Levitate(Spell):
|
||||
"""One creature or object of your choice that you can see within range
|
||||
rises vertically, up to 20 feet, and remains suspended there for
|
||||
the duration. The spell can levitate a target that weighs up to
|
||||
500 pounds. An unwilling creature that succeeds on a Constitution
|
||||
saving throw is unaffected. The target can move only by pushing or
|
||||
pulling against a fixed object or surface within reach (such as a
|
||||
wall or a ceiling), which allows it to move as if it were
|
||||
climbing. You can change the target’s altitude by up to 20 feet in
|
||||
either direction on your turn. If you are the target, you can move
|
||||
up or down as part of your move. Otherwise, you can use your
|
||||
action to move the target, which must remain within the spell’s
|
||||
range. When the spell ends, the target floats gently to the ground
|
||||
if it is still aloft.
|
||||
|
||||
"""
|
||||
name = "Levitate"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end"
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Light(Spell):
|
||||
"""You touch one object that is no larger than 10 feet in any
|
||||
dimension. Until the spell ends, the object sheds bright light in
|
||||
a 20-foot radius and dim light for an additional 20 feet. The
|
||||
light can be colored as you like. Completely covering the object
|
||||
with something opaque blocks the light. The spell ends if you cast
|
||||
it again or dismiss it as an action. If you target an object held
|
||||
or worn by a hostile creature, that creature must succeed on a
|
||||
Dexterity saving throw to avoid the spell.
|
||||
|
||||
"""
|
||||
name = "Light"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'M')
|
||||
materials = "a firefly or phosphorescent moss"
|
||||
duration = "1 hour"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class LightningBolt(Spell):
|
||||
"""A stroke of lightning forming a line 100 feet long and 5 feet wide
|
||||
blasts out from you in a direction you choose. Each creature in
|
||||
the line must make a Dexterity saving throw. A creature takes 8d6
|
||||
lightning damage on a failed save, or half as much damage on a
|
||||
successful one. The lightning ignites flammable objects in the
|
||||
area that aren’t being worn or carried. At Higher Levels. When you
|
||||
cast this spell using a spell slot of 4th level or higher, the
|
||||
damage increases by 1d6 for each slot level above 3rd.
|
||||
|
||||
"""
|
||||
name = "Lightning Bolt"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a bit of fur and a rod of amber, crystal, or glass"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class LocateCreature(Spell):
|
||||
"""Describe or name a creature that is familiar to you. You sense the
|
||||
direction to the creature’s location, as long as that creature is
|
||||
within 1,000 feet of you. If the creature is moving, you know the
|
||||
direction of its movement. The spell can locate a specific
|
||||
creature known to you, or the nearest creature of a specific kind
|
||||
(such as a human or a unicorn), so long as you have seen such a
|
||||
creature up close—within 30 feet—at least once. If the creature
|
||||
you described or named is in a different form, such as being under
|
||||
the effects of a polymorph spell, this spell doesn’t locate the
|
||||
creature. This spell can’t locate a creature if running water at
|
||||
least 10 feet wide blocks a direct path between you and the
|
||||
creature.
|
||||
|
||||
"""
|
||||
name = "Locate Creature"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a bit of fur from a bloodhound"
|
||||
duration = "Concentration, up to 1 hour"
|
||||
magic_school = "Divination"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MageArmor(Spell):
|
||||
"""You touch a willing creature who isn't wearing armor, and a
|
||||
protective magical force surrounds it until the spell ends. The
|
||||
target's base AC becomes 13 + its Dexterity modifier. The spell
|
||||
ends it if the target dons armor or if you dismiss the spell as an
|
||||
action.
|
||||
|
||||
"""
|
||||
name = "Mage Armor"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ("V", "S", "M")
|
||||
materials = "A piece of cured leather"
|
||||
duration = "8 hours"
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
class MageHand(Spell):
|
||||
"""A spectral, floating hand appears at a point you choose within
|
||||
range. The hand lasts for the duration or until you dismiss it as
|
||||
an action. The hand vanishes if it is ever more than 30 feet away
|
||||
from you or if you cast this spell again.
|
||||
|
||||
You can use your action to control the hand. You can use the hand
|
||||
to manipulate an object, open an unlocked door or container, stow
|
||||
or retrieve an item from an open container, or pour the contents
|
||||
out of a vial. You can move the hand up to 30 feet each time you
|
||||
use it.
|
||||
|
||||
The hand can't attack, activate magical items, or carry more than
|
||||
10 pounds.
|
||||
|
||||
"""
|
||||
name = "Mage Hand"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ("V", "S", )
|
||||
duration = "1 minute"
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
|
||||
|
||||
|
||||
class MagicJar(Spell):
|
||||
"""Your body falls into a catatonic state as your soul leaves it
|
||||
and enters the container you used for the spell's material
|
||||
component. While your soul inhabits the container, you are aware
|
||||
of your surroundings as if you were in the container's space. You
|
||||
can't move or use reactions. The only action you can take is to
|
||||
project your soul up to 100 feet out of the container, either
|
||||
returning to your living body (and ending the spell) or attempting to possess a humanoids body.
|
||||
|
||||
You can attempt to possess any humanoid within 100 feet of you
|
||||
that you can see (creatures warded by a protection from evil and
|
||||
good or magic circle spell can't be possessed). The target must
|
||||
make a Charisma saving throw. On a failure, your soul moves into
|
||||
the target's body, and the target's soul becomes trapped in the
|
||||
container. On a success, the target resists your efforts to
|
||||
possess it, and you can't attempt to possess it again for 24
|
||||
hours.
|
||||
|
||||
Once you possess a creature's body, you control it. Your game
|
||||
statistics are replaced by the statistics of the creature, though
|
||||
you retain your alignment and your Intelligence, Wisdom, and
|
||||
Charisma scores. You retain the benefit of your own class
|
||||
features. If the target has any class levels, you can't use any of
|
||||
its class features.
|
||||
|
||||
Meanwhile, the possessed creature's soul can perceive from the
|
||||
container using its own senses, but it can't move or take actions
|
||||
at all.
|
||||
|
||||
While possessing a body, you can use your action to return from
|
||||
the host body to the container if it is within 100 feet of you,
|
||||
returning the host creature's soul to its body. If the host body
|
||||
dies while you're in it, the creature dies, and you must make a
|
||||
Charisma saving throw against your own spellcasting DC. On a
|
||||
success, you return to the container if it is within 100 feet of
|
||||
you. Otherwise, you die.
|
||||
|
||||
If the container is destroyed or the spell ends, your soul
|
||||
immediately returns to your body. If your body is more than 100
|
||||
feet away from you or if your body is dead when you attempt to
|
||||
return to it, you die. If another creature's soul is in the
|
||||
container when it is destroyed, the creature's soul returns to its
|
||||
body if the body is alive and within 100 feet. Otherwise, that
|
||||
creature dies.
|
||||
|
||||
When the spell ends, the container is destroyed.
|
||||
|
||||
"""
|
||||
name = "Magic Jar"
|
||||
level = 6
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Self"
|
||||
components = ("V", "S", "M", )
|
||||
materials = "a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)"
|
||||
duration = "Until dispelled"
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Wizard', )
|
||||
|
||||
|
||||
class MagicMissile(Spell):
|
||||
"""You create three glowing darts of magical force. Each dart hits a
|
||||
creature of your choice that you can see within range. A dart
|
||||
deals 1d4+1 force damage to its target. The darts all strike
|
||||
simultaneously and you can direct them to hit one creature or
|
||||
several.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
2nd level or higher, the spell creates one more dart for each slot
|
||||
above 1st.
|
||||
|
||||
"""
|
||||
name = "Magic Missile"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ("V", "S", )
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
|
||||
class MagicWeapon(Spell):
|
||||
"""You touch a nonmagical weapon. Until the spell ends, that weapon
|
||||
becomes a magic weapon with a +1 bonus to attack rolls and damage
|
||||
rolls. At Higher Levels. When you cast this spell using a spell
|
||||
slot of 4th level or higher, the bonus increases to +2. When you
|
||||
use a spell slot of 6th level or higher, the bonus increases to
|
||||
+3.
|
||||
|
||||
"""
|
||||
name = "Magic Weapon"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
|
||||
class MajorImage(Spell):
|
||||
"""You create the image of an object, a creature, or some other
|
||||
visible phenomenon that is no larger than a 20-foot cube. The
|
||||
image appears at a spot that you can see within range and lasts
|
||||
for the duration. It seems completely real, including sounds,
|
||||
smells, and temperature appropriate to the thing depicted. You
|
||||
can’t create sufficient heat or cold to cause damage, a sound loud
|
||||
enough to deal thunder damage or deafen a creature, or a smell
|
||||
that might sicken a creature (like a troglodyte’s stench). As long
|
||||
as you are within range of the illusion, you can use your action
|
||||
to cause the image to move to any other spot within range. As the
|
||||
image changes location, you can alter its appearance so that its
|
||||
movements appear natural for the image. For example, if you create
|
||||
an image of a creature and move it, you can alter the image so
|
||||
that it appears to be walking. Similarly, you can cause the
|
||||
illusion to make different sounds at different times, even making
|
||||
it carry on a conversation, for example. Physical interaction with
|
||||
the image reveals it to be an illusion, because things can pass
|
||||
through it. A creature that uses its action to examine the image
|
||||
can determine that it is an illusion with a successful
|
||||
Intelligence (Investigation) check against your spell save DC. If
|
||||
a creature discerns the illusion for what it is, the creature can
|
||||
see through the image, and its other sensory qualities become
|
||||
faint to the creature. At Higher Levels. When you cast this spell
|
||||
using a spell slot of 6th level or higher, the spell lasts until
|
||||
dispelled, without requiring your concentration.
|
||||
|
||||
"""
|
||||
name = "Major Image"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a bit of fleece"
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Illusion"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MassCureWounds(Spell):
|
||||
"""A wave of healing energy washes out from a point of your choice
|
||||
within range. Choose up to six creatures in a 30-foot-radius
|
||||
sphere centered on that point. Each target regains hit points
|
||||
equal to 3d8 + your spellcasting ability modifier. This spell has
|
||||
no effect on undead or constructs. At Higher Levels. When you cast
|
||||
this spell using a spell slot of 6th level or higher, the healing
|
||||
increases by 1d8 for each slot level above 5th.
|
||||
|
||||
"""
|
||||
name = "Mass Cure Wounds"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MassHeal(Spell):
|
||||
"""A flood of healing energy flows from you into injured creatures
|
||||
around you. You restore up to 700 hit points, divided as you
|
||||
choose among any number of creatures that you can see within
|
||||
range. Creatures healed by this spell are also cured of all
|
||||
diseases and any effect making them blinded or deafened. This
|
||||
spell has no effect on undead or constructs.
|
||||
|
||||
"""
|
||||
name = "Mass Heal"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MassHealingWord(Spell):
|
||||
"""As you call out words of restoration, up to six creatures of your
|
||||
choice that you can see within range regain hit points equal to
|
||||
1d4 + your spellcasting ability modifier. This spell has no effect
|
||||
on undead or constructs. At Higher Levels. When you cast this
|
||||
spell using a spell slot of 4th level or higher, the healing
|
||||
increases by 1d4 for each slot level above 3rd.
|
||||
|
||||
"""
|
||||
name = "Mass Healing Word"
|
||||
level = 3
|
||||
casting_time = "1 bonus action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MassSuggestion(Spell):
|
||||
"""You suggest a course of activity (limited to a sentence or two) and
|
||||
magically influence up to twelve creatures of your choice that you
|
||||
can see within range and that can hear and understand
|
||||
you. Creatures that can’t be charmed are immune to this
|
||||
effect. The suggestion must be worded in such a manner as to make
|
||||
the course of action sound reasonable. Asking the creature to stab
|
||||
itself, throw itself onto a spear, immolate itself, or do some
|
||||
other obviously harmful act automatically negates the effect of
|
||||
the spell. Each target must make a Wisdom saving throw. On a
|
||||
failed save, it pursues the course of action you described to the
|
||||
best of its ability. The suggested course of action can continue
|
||||
for the entire duration. If the suggested activity can be
|
||||
completed in a shorter time, the spell ends when the subject
|
||||
finishes what it was asked to do. You can also specify conditions
|
||||
that will trigger a special activity during the duration. For
|
||||
example, you might suggest that a group of soldiers give all their
|
||||
money to the first beggar they meet. If the condition isn’t met
|
||||
before the spell ends, the activity isn’t performed. If you or any
|
||||
of your companions damage a creature affected by this spell, the
|
||||
spell ends for that creature. At Higher Levels. When you cast this
|
||||
spell using a 7th-level spell slot, the duration is 10 days. When
|
||||
you use an 8th-level spell slot, the duration is 30 days. When you
|
||||
use a 9th-level spell slot, the duration is a year and a day.
|
||||
|
||||
"""
|
||||
name = "Mass Suggestion"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'M')
|
||||
materials = "a snake’s tongue and either a bit of honeycomb or a drop of sweet oil"
|
||||
duration = "24 hours"
|
||||
magic_school = "Enchantment"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Maze(Spell):
|
||||
"""You banish a creature that you can see within range into a
|
||||
labyrinthine demiplane. The target remains there for the duration
|
||||
or until it escapes the maze. The target can use its action to
|
||||
attempt to escape. When it does so, it makes a DC 20 Intelligence
|
||||
check. If it succeeds, it escapes, and the spell ends (a minotaur
|
||||
or goristro demon automatically succeeds). When the spell ends,
|
||||
the target reappears in the space it left or, if that space is
|
||||
occupied, in the nearest unoccupied space.
|
||||
|
||||
"""
|
||||
name = "Maze"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MelfsAcidArrow(Spell):
|
||||
"""A shimmering green arrow streaks toward a target within range and
|
||||
burst in a spray of acid. Make a ranged spell attack against the
|
||||
target. On a hit, the target takes 4d4 acid damage immediately and
|
||||
2d4 acid damage at the end of its next turn. On a miss, the arrow
|
||||
splashes the target for half as much of the initial damage and no
|
||||
damage at the end of its next turn.
|
||||
|
||||
**At Higher Levels.** When you cast this spell using a spell slot
|
||||
of 3rd level or higher, the damage (both initial and later)
|
||||
increases by 1d4 for each slot level above 2nd.
|
||||
|
||||
"""
|
||||
name = "Melf's Acid Arrow"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M', )
|
||||
materials = "powdered rhubarb leaf and an adder's stomach"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard', )
|
||||
|
||||
|
||||
class MeteorSwarm(Spell):
|
||||
"""Blazing orbs of fire plummet to the ground at four different points
|
||||
you can see within range. Each creature in a 40-foot-radius sphere
|
||||
centered on each point you choose must make a Dexterity saving
|
||||
throw. The sphere spreads around corners. A creature takes 20d6
|
||||
fire damage and 20d6 bludgeoning damage on a failed save, or half
|
||||
as much damage on a successful one. A creature in the area of more
|
||||
than one fiery burst is affected only once. The spell damages
|
||||
objects in the area and ignites flammable objects that aren’t
|
||||
being worn or carried.
|
||||
|
||||
"""
|
||||
name = "Meteor Swarm"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MinorIllusion(Spell):
|
||||
"""You create a sound or an image of an object within range that lasts
|
||||
for the duration. The illusion also ends if you dismiss it as an
|
||||
action or cast this spell again. If you create a sound, its volume
|
||||
can range from a whisper to a scream. It can be your voice,
|
||||
someone else’s voice, a lion’s roar, a beating of drums, or any
|
||||
other sound you choose. The sound continues unabated throughout
|
||||
the duration, or you can make discrete sounds at different times
|
||||
before the spell ends. If you create an image of an object—such as
|
||||
a chair, muddy footprints, or a small chest—it must be no larger
|
||||
than a 5-foot cube. The image can’t create sound, light, smell, or
|
||||
any other sensory effect. Physical interaction with the image
|
||||
reveals it to be an illusion, because things can pass through
|
||||
it. If a creature uses its action to examine the sound or image,
|
||||
the creature can determine that it is an illusion with a
|
||||
successful Intelligence (Investigation) check against your spell
|
||||
save DC. If a creature discerns the illusion for what it is, the
|
||||
illusion becomes faint to the creature.
|
||||
|
||||
"""
|
||||
name = "Minor Illusion"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('S', 'M')
|
||||
materials = "a bit of fleece"
|
||||
duration = "1 minute"
|
||||
magic_school = "Illusion"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MistyStep(Spell):
|
||||
"""Briefly surrounded by silvery mist, you teleport up to 30 feet to
|
||||
an unoccupied space that you can see.
|
||||
|
||||
"""
|
||||
name = "Misty Step"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class MordenkainensSword(Spell):
|
||||
"""You create a sword-shaped plane of force that hovers within
|
||||
range. It lasts for the duration. When the sword appears, you make
|
||||
a melee spell attack against a target of your choice within 5 feet
|
||||
of the sword. On a hit, the target takes 3d10 force damage. Until
|
||||
the spell ends, you can use a bonus action on each of your turns
|
||||
to move the sword up to 20 feet to a spot you can see and repeat
|
||||
this attack against the same target or a different one.
|
||||
|
||||
"""
|
||||
name = "Mordenkainen's Sword"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp"
|
||||
duration = "Concentration, up to 1 minute"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class Knock(Spell):
|
||||
"""Choose an object that you can see within range. The object can be a door, a box,
|
||||
a chest, a set of manacles, a padlock, or another object that contains a
|
||||
mundane or magical means that prevents access.
|
||||
|
||||
A target that is held shut by a
|
||||
mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred.
|
||||
If the object has multiple locks, only one of them is unlocked.
|
||||
|
||||
If you choose a
|
||||
target that is held shut with arcane lock, that spell is suppressed for 10
|
||||
minutes, during which time the target can be opened and shut normally.
|
||||
|
||||
When you
|
||||
cast the spell, a loud knock, audible from as far away as 300 feet, emanates
|
||||
from the target object.
|
||||
"""
|
||||
name = "Knock"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,350 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class LegendLore(Spell):
|
||||
"""Name or describe a person, place, or object. The spell brings to your mind a
|
||||
brief summary of the significant lore about the thing you named. The lore might
|
||||
consist of current tales, forgotten stories, or even secret lore that has never
|
||||
been widely known. If the thing you named isn’t of legendary importance, you
|
||||
gain no information. The more information you already have about the thing, the
|
||||
more precise and detailed the information you receive is.
|
||||
|
||||
The information you
|
||||
learn is accurate but might be couched in figurative language. For example, if
|
||||
you have a mysterious magic axe on hand, the spell might yield this information:
|
||||
Woe to the evildoer whose hand touches the axe, for even the haft slices the
|
||||
hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin,
|
||||
may awaken the true powers of the axe, and only with the sacred word Rudnogg on
|
||||
the lips.
|
||||
"""
|
||||
name = "Legend Lore"
|
||||
level = 5
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Wizard')
|
||||
|
||||
|
||||
class LeomundsSecretChest(Spell):
|
||||
"""You hide a chest, and all its contents, on the Ethereal Plane.
|
||||
You must touch
|
||||
the chest and the miniature replica that serves as a material component for the
|
||||
spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet
|
||||
by 2 feet by 2 feet).
|
||||
|
||||
While the chest remains on the Ethereal Plane, you can
|
||||
use an action and touch the replica to recall the chest. It appears in an
|
||||
unoccupied space on the ground within 5 feet of you. You can send the chest back
|
||||
to the Ethereal Plane by using an action and touching both the chest and the
|
||||
replica.
|
||||
|
||||
After 60 days, there is a cumulative 5 percent chance per day that the
|
||||
spell’s effect ends. This effect ends if you cast this spell again, if the
|
||||
smaller replica chest is destroyed, or if you choose to end the spell as an
|
||||
action. If the spell ends and the larger chest is on the Ethereal Plane, it is
|
||||
irretrievably lost.
|
||||
"""
|
||||
name = "Leomunds Secret Chest"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a tiny replica made from the same materials worth at least 50 gp"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class LeomundsTinyHut(Spell):
|
||||
"""A 10-foot-radius immobile dome of force springs into existence around and above
|
||||
you and remains stationary for the duration. The spell ends if you leave its
|
||||
area.
|
||||
|
||||
Nine creatures of Medium size or smaller can fit inside the dome with
|
||||
you. The spell fails if its area includes a larger creature or more than nine
|
||||
creatures. Creatures and objects within the dome when you cast this spell can
|
||||
move through it freely. All other creatures and objects are barred from passing
|
||||
through it. Spells and other magical effects can’t extend through the dome or be
|
||||
cast through it. The atmosphere inside the space is comfortable and dry,
|
||||
regardless of the weather outside.
|
||||
|
||||
Until the spell ends, you can command the
|
||||
interior to become dimly lit or dark. The dome is opaque from the outside, of
|
||||
any color you choose, but it is transparent from the inside.
|
||||
"""
|
||||
name = "Leomunds Tiny Hut"
|
||||
level = 3
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Self (10-foot-radius hemisphere)"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small crystal bead"""
|
||||
duration = "8 hours"
|
||||
ritual = True
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
class LesserRestoration(Spell):
|
||||
"""You touch a creature and can end either one disease or one condition afflicting
|
||||
it. The condition can be blinded, deafened, paralyzed, or poisoned.
|
||||
"""
|
||||
name = "Lesser Restoration"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger')
|
||||
|
||||
|
||||
class Levitate(Spell):
|
||||
"""One creature or object of your choice that you can see within range rises
|
||||
vertically, up to 20 feet, and remains suspended there for the duration. The
|
||||
spell can levitate a target that weighs up to 500 pounds. An unwilling creature
|
||||
that succeeds on a Constitution saving throw is unaffected.
|
||||
|
||||
The target can move
|
||||
only by pushing or pulling against a fixed object or surface within reach (such
|
||||
as a wall or a ceiling), which allows it to move as if it were climbing. You
|
||||
can change the target’s altitude by up to 20 feet in either direction on your
|
||||
turn. If you are the target, you can move up or down as part of your move.
|
||||
Otherwise, you can use your action to move the target, which must remain within
|
||||
the spell’s range.
|
||||
|
||||
When the spell ends, the target floats gently to the ground
|
||||
if it is still aloft.
|
||||
"""
|
||||
name = "Levitate"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class LifeTransference(Spell):
|
||||
"""You sacrifice some of your health to mend another creature’s injuries. You take
|
||||
4d8 necrotic damage, and one creature of your choice that you can see within
|
||||
range regains a number of hit points equal to twice the necrotic damage you
|
||||
take.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 4th
|
||||
level or higher, the damage increases by 1d8 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Life Transference"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Wizard')
|
||||
|
||||
|
||||
class Light(Spell):
|
||||
"""You touch one object that is no larger than 10 feet in any dimension. Until the
|
||||
spell ends, the object sheds bright light in a 20-foot radius and dim light for
|
||||
an additional 20 feet. The light can be colored as you like. Completely covering
|
||||
the object with something opaque blocks the light. The spell ends if you cast
|
||||
it again or dismiss it as an action.
|
||||
|
||||
If you target an object held or worn by a
|
||||
hostile creature, that creature must succeed on a Dexterity saving throw to
|
||||
avoid the spell.
|
||||
"""
|
||||
name = "Light"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'M')
|
||||
materials = """A firefly or phosphorescent moss"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class LightningArrow(Spell):
|
||||
"""The next time you make a ranged weapon attack during the spell’s duration, the
|
||||
weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms
|
||||
into a bolt of lightning. Make the attack roll as normal, The target takes 4d8
|
||||
lightning damage on a hit, or half as much damage on a miss, instead of the
|
||||
weapon’s normal damage.
|
||||
|
||||
Whether you hit or miss, each creature within 10 feet
|
||||
of the target must make a Dexterity saving throw. Each of these creatures takes
|
||||
2d8 lightning damage on a failed save, or half as much damage on a successful
|
||||
one.
|
||||
|
||||
The piece of ammunition or weapon then returns to its normal form.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 4th level or
|
||||
higher, the damage for both effects of the spell increases by 1d8 for each slot
|
||||
level above 3rd.
|
||||
"""
|
||||
name = "Lightning Arrow"
|
||||
level = 3
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Ranger',)
|
||||
|
||||
|
||||
class LightningBolt(Spell):
|
||||
"""A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out
|
||||
from you in a direction you choose. Each creature in the line must make a
|
||||
Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,
|
||||
or half as much damage on a successful one.
|
||||
|
||||
The lightning ignites flammable
|
||||
objects in the area that aren’t being worn or carried.
|
||||
|
||||
At Higher Levels: When
|
||||
you cast this spell using a spell slot of 4th level or higher, the damage
|
||||
increases by 1d6 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Lightning Bolt"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (100-foot line)"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of fur and a rod of amber, crystal, or glass"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class LightningLure(Spell):
|
||||
"""You create a lash of lightning energy that strikes at one creature of your
|
||||
choice that you can see within range.
|
||||
The target must succeed on a Strength
|
||||
saving throw or be pulled up to 10 feet in a straight line toward you and then
|
||||
take 1d8 lightning damage if it is within 5 feet of you.
|
||||
|
||||
At Higher Levels: This
|
||||
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||||
(3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Lightning Lure"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "15 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class LocateAnimalsOrPlants(Spell):
|
||||
"""Describe or name a specific kind of beast or plant. Concentrating on the voice
|
||||
of nature in your surroundings, you learn the direction and distance to the
|
||||
closest creature or plant of that kind within 5 miles, if any are present.
|
||||
"""
|
||||
name = "Locate Animals Or Plants"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of fur from a bloodhound"""
|
||||
duration = "Instantaneous"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class LocateCreature(Spell):
|
||||
"""Describe or name a creature that is familiar to you. You sense the direction to
|
||||
the creature’s location, as long as that creature is within 1,000 feet of you.
|
||||
If the creature is moving, you know the direction of its movement.
|
||||
|
||||
The spell
|
||||
can locate a specific creature known to you, or the nearest creature of a
|
||||
specific kind (such as a human or a unicorn), so long as you have seen such a
|
||||
creature up close – within 30 feet – at least once. If the creature you
|
||||
described or named is in a different form, such as being under the effects of a
|
||||
polymorph spell, this spell doesn’t locate the creature.
|
||||
|
||||
This spell can’t
|
||||
locate a creature if running water at least 10 feet wide blocks a direct path
|
||||
between you and the creature.
|
||||
"""
|
||||
name = "Locate Creature"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of fur from a bloodhound"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger', 'Wizard')
|
||||
|
||||
|
||||
class LocateObject(Spell):
|
||||
"""Describe or name an object that is familiar to you. You sense the direction to
|
||||
the object’s location, as long as that object is within 1,000 feet of you. If
|
||||
the object is in motion, you know the direction of its movement.
|
||||
|
||||
The spell can
|
||||
locate a specific object known to you, as long as you have seen it up close –
|
||||
within 30 feet – at least once. Alternatively, the spell can locate the nearest
|
||||
object of a particular kind, such as a certain kind of apparel, jewelry,
|
||||
furniture, tool, or weapon.
|
||||
|
||||
This spell can’t locate an object if any thickness
|
||||
of lead, even a thin sheet, blocks a direct path between you and the object.
|
||||
"""
|
||||
name = "Locate Object"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A forked twig"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger', 'Wizard')
|
||||
|
||||
|
||||
class Longstrider(Spell):
|
||||
"""You touch a creature. The target’s speed increases by 10 feet until the spell
|
||||
ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||||
level or higher, you can target one additional creature for each slot level
|
||||
above 1st.
|
||||
"""
|
||||
name = "Longstrider"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of dirt"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Druid', 'Ranger', 'Wizard')
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,83 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class NegativeEnergyFlood(Spell):
|
||||
"""You send ribbons of negative energy at one creature you can see within range.
|
||||
Unless the target is undead, it must make a Constitution saving throw, taking
|
||||
5d12 necrotic damage on a failed save, or half as much damage on a successful
|
||||
one. A target killed by this damage rises up as a zombie at the start of your
|
||||
next turn. The zombie pursues whatever creature it can see that is closest to
|
||||
it. Statistics for the zombie are in the Monster Manual. If you target an undead
|
||||
with this spell, the target doesn’t make a saving throw. Instead, roll 5d12.
|
||||
The target gains half the total as temporary hit points.
|
||||
"""
|
||||
name = "Negative Energy Flood"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('',)
|
||||
materials = """A broken bone and a square of black silk"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Nondetection(Spell):
|
||||
"""For the duration, you hide a target that you touch from divination magic.
|
||||
The
|
||||
target can be a willing creature or a place or an object no larger than 10 feet
|
||||
in any dimension. The target can’t be targeted by any divination magic or
|
||||
perceived through magical scrying sensors.
|
||||
"""
|
||||
name = "Nondetection"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Ranger', 'Wizard')
|
||||
|
||||
|
||||
class NystulsMagicAura(Spell):
|
||||
"""You place an illusion on a creature or an object you touch so that divination
|
||||
spells reveal false information about it.
|
||||
The target can be a willing creature
|
||||
or an object that isn’t being carried or worn by another creature.
|
||||
|
||||
When you
|
||||
cast the spell, choose one or both of the following effects. The effect lasts
|
||||
for the duration. If you cast this spell on the same creature or object every
|
||||
day for 30 days, placing the same effect on it each time, the illusion lasts
|
||||
until it is dispelled.
|
||||
|
||||
False Aura
|
||||
You change the way the target appears to
|
||||
spells and magical effects, such as detect magic, that detect magical auras. You
|
||||
can make a nonmagical object appear magical, a magical object appear
|
||||
nonmagical, or change the object’s magical aura so that it appears to belong to
|
||||
a specific school of magic that you choose. When you use this effect on an
|
||||
object, you can make the false magic apparent to any creature that handles the
|
||||
item.
|
||||
|
||||
Mask
|
||||
You change the way the target appears to spells and magical effects
|
||||
that detect creature types, such as a paladin’s Divine Sense or the trigger of a
|
||||
sym bol spell. You choose a creature type and other spells and magical effects
|
||||
treat the target as if it were a creature of that type or of that alignment.
|
||||
"""
|
||||
name = "Nystuls Magic Aura"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small square of silk"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
@@ -1,417 +0,0 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class OttosIrresistibleDance(Spell):
|
||||
"""Choose one creature that you can see within range. The target
|
||||
begins a comic dance in place: shuffling, tapping its feet, and
|
||||
capering for the duration. Creatures that can’t be charmed are
|
||||
immune to this spell. A dancing creature must use all its movement
|
||||
to dance without leaving its space and has disadvantage on
|
||||
Dexterity saving throws and attack rolls. While the target is
|
||||
affected by this spell, other creatures have advantage on attack
|
||||
rolls against it. As an action, a dancing creature makes a Wisdom
|
||||
saving throw to regain control of itself. On a successful save,
|
||||
the spell ends.
|
||||
|
||||
"""
|
||||
name = "Otto's Irresistible Dance"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
class Passwall(Spell):
|
||||
"""A passage appears at a point of your choice that you can see on a
|
||||
wooden, plaster, or stone surface (such as a wall, a ceiling, or a
|
||||
floor) within range, and lasts for the duration. You choose the
|
||||
opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
|
||||
deep. The passage creates no instability in a structure
|
||||
surrounding it. When the opening disappears, any creatures or
|
||||
objects still in the passage created by the spell are safely
|
||||
ejected to an unoccupied space nearest to the surface on which you
|
||||
cast the spell.
|
||||
|
||||
"""
|
||||
name = "Passwall"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a pinch of sesame seeds"
|
||||
duration = "1 hour"
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class PhantasmalForce(Spell):
|
||||
"""You craft an illusion that takes root in the mind of a creature
|
||||
that you can see within range. The target must make an
|
||||
Intelligence saving throw. On a failed save, you create a
|
||||
phantasmal object, creature or other visible phenomenon of your
|
||||
choice that is no larger than a 10-foot cube and that is
|
||||
perceivable only to the target for the duration. This spell has no
|
||||
effect on undead or constructs.
|
||||
|
||||
The phantasm includes sound, temperature, and other stimuli, also
|
||||
evident only to the creature. The target can use its action to
|
||||
examine the phantasm with an Intelligence (Investigation) check
|
||||
against your spell save DC. If the check succeeds, the target
|
||||
realizes that the phantasm is an illusion, and the spell
|
||||
ends. While a target is affected by the spell, the target treats
|
||||
the phantasm as if it were real. The target rationalizes any
|
||||
illogical outcomes from interacting with the phantasm. For
|
||||
example, a target attempting to walk across a phantasmal bridge
|
||||
that spans a chasm falls once it steps onto the bridge. If the
|
||||
target survives the fall, it still believes that the bridge exists
|
||||
and comes up with some other explanation for its fall-it was
|
||||
pushed, it slipped, or a strong wind might have knocked it off.
|
||||
|
||||
An affected target is so convinced of the phantasm's reality that
|
||||
it can even take damage from the illusion. A phantasm created to
|
||||
appear as a creature can attack the target. Similarly, a phantasm
|
||||
created to appear as fire, a pool of acid, or lava can burn the
|
||||
target. Each round on your turn, the phantasm can deal 1d6 psychic
|
||||
damage to the target if it is in the phantasm's area or within 5
|
||||
feet of the phantasm, provided that the illusion is of a creature
|
||||
or hazard that could logically deal damage, such as by
|
||||
attacking. The target perceives the damage as a type appropriate
|
||||
to the illusion.
|
||||
|
||||
"""
|
||||
name = "Phantasmal Force"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "A bit of fleece"
|
||||
duration = "Concentration, up to 1 minute"
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorceror', 'Wizard')
|
||||
|
||||
|
||||
class PoisonSpray(Spell):
|
||||
"""You extend your hand toward a creature you can see within range and
|
||||
project a puff of noxious gas from your palm. The creature must
|
||||
succeed on a Constitution saving throw or take ``1d12`` poison
|
||||
damage. This spell’s damage increases by ``1d12`` when you reach
|
||||
5th level (``2d12``), 11th level (``3d12``), and 17th level
|
||||
(``4d12``).
|
||||
|
||||
"""
|
||||
name = "Poison Spray"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class PowerWordKill(Spell):
|
||||
"""You utter a word of power that can compel one creature you can see
|
||||
within range to die instantly. If the creature you choose has 100
|
||||
hit points or fewer, it dies. Otherwise, the spell has no
|
||||
effect.
|
||||
|
||||
"""
|
||||
name = "Power Word Kill"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Wizard', 'Sorceror', 'Warlock')
|
||||
|
||||
|
||||
class PowerWordStun(Spell):
|
||||
"""You speak a word of power that can overwhelm the mind of one
|
||||
creature you can see within range, leaving it dumbfounded. If the
|
||||
target has 150 hit points or fewer, it is stunned. Otherwise, the
|
||||
spell has no effect. The stunned target must make a Constitution
|
||||
saving throw at the end of each of its turns. On a successful
|
||||
save, this stunning effect ends.
|
||||
|
||||
"""
|
||||
name = "Power Word Stun"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Enchantment"
|
||||
classes = ()
|
||||
|
||||
|
||||
class PrayerOfHealing(Spell):
|
||||
"""Up to six creatures of your choice that you can see within range
|
||||
each regain hit points equal to 2d8 + your spellcasting ability
|
||||
modifier. This spell has no effect on undead or constructs. At
|
||||
Higher Levels. When you cast this spell using a spell slot of 3rd
|
||||
level or higher, the healing increases by 1d8 for each slot level
|
||||
above 2nd.
|
||||
|
||||
"""
|
||||
name = "PrayerOfHealing"
|
||||
level = 2
|
||||
casting_time = "10 minutes"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Prestidigitation(Spell):
|
||||
"""This spell is a minor magical trick that novice spellcasters use
|
||||
for practice. You create one of the following magical effects
|
||||
within range.
|
||||
|
||||
- You create an instantaneous, harmless sensory effect, such as a
|
||||
shower of sparks, a puff of wind, faint musical notes, or an odd
|
||||
odor.
|
||||
- You instantaneously light or snuff out a candle, a torch, or a
|
||||
small campfire.
|
||||
- You instantaneously clean or soil an object no larger than 1
|
||||
cubic foot.
|
||||
- You chill, warm, or flavor up to 1 cubic foot of nonliving
|
||||
material for 1 hour.
|
||||
- You make a color, a small mark, or a symbol appear on an object
|
||||
or a surface for 1 hour.
|
||||
- You create a nonmagical trinket or an illusory image that can
|
||||
fit in your hand and that lasts until the end of your next turn.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of
|
||||
its non-instantaneous effects active at a time, and you can
|
||||
dismiss such an effect as an action.
|
||||
|
||||
"""
|
||||
name = "Prestidigitation"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ("V", "S", )
|
||||
duration = "1 hour"
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
|
||||
|
||||
|
||||
class ProtectionFromEnergy(Spell):
|
||||
"""For the duration, the willing creature you touch has resistance to
|
||||
one damage type of your choice: acid, cold, fire, lightning, or
|
||||
thunder.
|
||||
|
||||
"""
|
||||
name = "Protection from Energy"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class RaiseDead(Spell):
|
||||
"""You return a dead creature you touch to life, provided that it has
|
||||
been dead no longer than 10 days. If the creature’s soul is both
|
||||
willing and at liberty to rejoin the body, the creature returns to
|
||||
life with 1 hit point.
|
||||
|
||||
This spell also neutralizes any poisons and
|
||||
cures nonmagical diseases that affected the creature at the time
|
||||
it died. This spell doesn’t, however, remove magical diseases,
|
||||
curses, or similar effects; if these aren’t first removed prior to
|
||||
casting the spell, they take effect when the creature returns to
|
||||
life. The spell can’t return an undead creature to life.
|
||||
|
||||
This spell closes all mortal wounds, but it doesn’t restore
|
||||
missing body parts. If the creature is lacking body parts or
|
||||
organs integral for its survival—its head, for instance—the spell
|
||||
automatically fails.
|
||||
|
||||
Coming back from the dead is an ordeal. The target takes a −4
|
||||
penalty to all attack rolls, saving throws, and ability
|
||||
checks. Every time the target finishes a long rest, the penalty is
|
||||
reduced by 1 until it disappears.
|
||||
|
||||
"""
|
||||
name = "Raise Dead"
|
||||
level = 5
|
||||
casting_time = "1 hour"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a diamond worth at least 500 gp, which the spell consumes"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Cleric', 'Paladin', )
|
||||
|
||||
|
||||
class RayOfEnfeeblement(Spell):
|
||||
"""A black beam of enervating energy springs from your finger toward a
|
||||
creature within range. Make a ranged spell attack against the
|
||||
target. On a hit, the target deals only half damage with weapon
|
||||
attacks that use Strength until the spell ends.
|
||||
|
||||
At the end of each of the target's turns, it can make a
|
||||
Constitution saving throw against the spell. On a success, the
|
||||
spell ends.
|
||||
|
||||
"""
|
||||
name = "Ray of Enfeeblement"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', )
|
||||
materials = ""
|
||||
duration = "Concentration (1 minute)"
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard', )
|
||||
|
||||
|
||||
class RayOfFrost(Spell):
|
||||
"""A frigid beam of blue-white light streaks toward a creature within
|
||||
range. Make a ranged spell attack against the target. On a hit, it
|
||||
takes 1d8 cold damage, and its speed is reduced by 10 feet until
|
||||
the start of your next turn.
|
||||
|
||||
The spell's damage increases by 1d8 when you reach 5th level
|
||||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||||
|
||||
"""
|
||||
name = "Ray of Frost"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ("V", "S", )
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
class RayOfSickness(Spell):
|
||||
"""A ray of sickening greenish energy lashes out toward a creature
|
||||
within range. Make a ranged spell attack against the target. On a
|
||||
hit, the target takes 2d8 poison damage and must make a
|
||||
Constitution saving throw. On a failed save, it is also poisoned
|
||||
until the end of your next turn.
|
||||
|
||||
At Higher Levels. When you cast this spell using a spell slot of
|
||||
2nd level or higher, the damage increases by 1d8 for each slot
|
||||
level above 1st.
|
||||
|
||||
"""
|
||||
name = "Ray of Sickness"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ("V", "S", )
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
class Regenerate(Spell):
|
||||
"""You touch a creature and stimulate its natural healing ability. The
|
||||
target regains 4d8 + 15 hit points. For the duration of the spell,
|
||||
the target regains 1 hit point at the start of each of its turns
|
||||
(10 hit points each minute). The target’s severed body members
|
||||
(fingers, legs, tails, and so on), if any, are restored after 2
|
||||
minutes. If you have the severed part and hold it to the stump,
|
||||
the spell instantaneously causes the limb to knit to the stump.
|
||||
|
||||
"""
|
||||
name = "Regenerate"
|
||||
level = 7
|
||||
casting_time = "1 minute"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a prayer wheel and holy water"
|
||||
duration = "1 hour"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class RemoveCurse(Spell):
|
||||
"""At your touch, all curses affecting one creature or object end. If
|
||||
the object is a cursed magic item, its curse remains, but the
|
||||
spell breaks its owner’s attunement to the object so it can be
|
||||
removed or discarded.
|
||||
|
||||
"""
|
||||
name = "Remove Curse"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Resistance(Spell):
|
||||
"""You touch one willing creature. Once before the spell ends, the
|
||||
target can roll a d4 and add the number rolled to one saving throw
|
||||
of its choice. It can roll the die before or after making the
|
||||
saving throw. The spell then ends.
|
||||
|
||||
"""
|
||||
name = "Resistance"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a miniature cloak"
|
||||
duration = "Concentration, up to 1 minute"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Resurrection(Spell):
|
||||
"""You touch a dead creature that has been dead for no more than a
|
||||
century, that didn’t die of old age, and that isn’t undead. If its
|
||||
soul is free and willing, the target returns to life with all its
|
||||
hit points. This spell neutralizes any poisons and cures normal
|
||||
diseases afflicting the creature when it died. It doesn’t,
|
||||
however, remove magical diseases, curses, and the like; if such
|
||||
effects aren’t removed prior to casting the spell, they afflict
|
||||
the target on its return to life. This spell closes all mortal
|
||||
wounds and restores any missing body parts. Coming back from the
|
||||
dead is an ordeal. The target takes a −4 penalty to all attack
|
||||
rolls, saving throws, and ability checks. Every time the target
|
||||
finishes a long rest, the penalty is reduced by 1 until it
|
||||
disappears. Casting this spell to restore life to a creature that
|
||||
has been dead for one year or longer taxes you greatly. Until you
|
||||
finish a long rest, you can’t cast spells again, and you have
|
||||
disadvantage on all attack rolls, ability checks, and saving
|
||||
throws.
|
||||
|
||||
"""
|
||||
name = "Resurrection"
|
||||
level = 7
|
||||
casting_time = "1 hour"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a diamond worth at least 1,000 gp, which the spell consumes"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Necromancy"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Revivify(Spell):
|
||||
"""You touch a creature that has died within the last minute. That
|
||||
creature returns to life with 1 hit point. This spell can’t return
|
||||
to life a creature that has died of old age, nor can it restore
|
||||
any missing body parts.
|
||||
|
||||
"""
|
||||
name = "Revivify"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "diamonds worth 300 gp, which the spell consumes"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class OtilukesFreezingSphere(Spell):
|
||||
"""A frigid globe of cold energy streaks from your fingertips to a point of your
|
||||
choice within range, where it explodes in a 60-foot-radius sphere.
|
||||
Each creature
|
||||
within the area must make a Constitution saving throw. On a failed save, a
|
||||
creature takes 10d6 cold damage. On a successful save, it takes half as much
|
||||
damage.
|
||||
|
||||
If the globe strikes a body of water or a liquid that is principally
|
||||
water (not including water-based creatures), it freezes the liquid to a depth of
|
||||
6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures
|
||||
that were swimming on the surface of frozen water are trapped in the ice. A
|
||||
trapped creature can use an action to make a Strength check against your spell
|
||||
save DC to break free.
|
||||
|
||||
You can refrain from firing the globe after completing
|
||||
the spell, if you wish. A small globe about the size of a sling stone, cool to
|
||||
the touch, appears in your hand. At any time, you or a creature you give the
|
||||
globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to
|
||||
the sling’s normal range). It shatters on impact, with the same effect as the
|
||||
normal casting of the spell. You can also set the globe down without shattering
|
||||
it. After 1 minute, if the globe hasn’t already shattered, it explodes.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
higher, the damage increases by 1d6 for each slot level above 6th
|
||||
"""
|
||||
name = "Otilukes Freezing Sphere"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "300 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small crystal sphere"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class OtilukesResilientSphere(Spell):
|
||||
"""A sphere of shimmering force encloses a creature or object of Large size or
|
||||
smaller within range. An unwilling creature must make a Dexterity saving throw.
|
||||
On a failed save, the creature is enclosed for the duration.
|
||||
|
||||
Nothing---not
|
||||
physical objects, energy, or other spell effects---can pass through the barrier,
|
||||
in or out, though a creature in the sphere can breathe there. The sphere is
|
||||
immune to all damage, and a creature or object inside can’t be damaged by
|
||||
attacks or effects originating from outside, nor can a creature inside the
|
||||
sphere damage anything outside it.
|
||||
|
||||
The sphere is weightless and just large
|
||||
enough to contain the creature or object inside. An enclosed creature can use
|
||||
its action to push against the sphere’s walls and thus roll the sphere at up to
|
||||
half the creature’s speed. Similarly, the globe can be picked up and moved by
|
||||
other creatures.
|
||||
|
||||
A disintegrate spell targeting the globe destroys it without
|
||||
harming anything inside it.
|
||||
"""
|
||||
name = "Otilukes Resilient Sphere"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class OttosIrresistibleDance(Spell):
|
||||
"""Choose one creature that you can see within range. The target begins a comic
|
||||
dance in place: shuffling, tapping its feet, and capering for the duration.
|
||||
Creatures that can’t be charmed are immune to this spell.
|
||||
|
||||
A dancing creature
|
||||
must use all its movement to dance without leaving its space and has
|
||||
disadvantage on Dexterity saving throws and attack rolls. While the target is
|
||||
affected by this spell, other creatures have advantage on attack rolls against
|
||||
it. As an action, a dancing creature makes a Wisdom saving throw to regain
|
||||
control of itself. On a successful save, the spell ends.
|
||||
"""
|
||||
name = "Ottos Irresistible Dance"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,905 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class PassWithoutTrace(Spell):
|
||||
"""A veil of shadows and silence radiates from you, masking you and your companions
|
||||
from detection.
|
||||
For the duration, each creature you choose within 30 feet of
|
||||
you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be
|
||||
tracked except by magical means. A creature that receives this bonus leaves
|
||||
behind no tracks or other traces of its passage.
|
||||
"""
|
||||
name = "Pass Without Trace"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Ashes from a burned leaf of mistletoe and a sprig of spruce"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class Passwall(Spell):
|
||||
"""A passage appears at a point of your choice that you can see on a wooden,
|
||||
plaster, or stone surface (such as a wall, a ceiling, or a floor) within range,
|
||||
and lasts for the duration. You choose the opening’s dimensions: up to 5 feet
|
||||
wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a
|
||||
structure surrounding it.
|
||||
|
||||
When the opening disappears, any creatures or objects
|
||||
still in the passage created by the spell are safely ejected to an unoccupied
|
||||
space nearest to the surface on which you cast the spell.
|
||||
"""
|
||||
name = "Passwall"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of sesame seeds"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class PhantasmalForce(Spell):
|
||||
"""You craft an illusion that takes root in the mind of a creature that you can see
|
||||
within range.
|
||||
The target must make an Intelligence saving throw. On a failed
|
||||
save, you create a phantasmal object, creature, or other visible phenomenon of
|
||||
your choice that is no larger than a 10-foot cube and that is perceivable only
|
||||
to the target for the duration. This spell has no effect on undead or
|
||||
constructs.
|
||||
|
||||
The phantasm includes sound, temperature, and other stimuli, also
|
||||
evident only to the creature.
|
||||
|
||||
The target can use its action to examine the
|
||||
phantasm with an Intelligence (Investigation) check against your spell save DC.
|
||||
If the check succeeds, the target realizes that the phantasm is an illusion, and
|
||||
the spell ends.
|
||||
|
||||
While a target is affected by the spell, the target treats the
|
||||
phantasm as if it were real. The target rationalizes any illogical outcomes
|
||||
from interacting with the phantasm. For example, a target attempting to walk
|
||||
across a phantasmal bridge that spans a chasm falls once it steps onto the
|
||||
bridge. If the target survives the fall, it still believes that the bridge
|
||||
exists and comes up with some other explanation for its fallit was pushed, it
|
||||
slipped, or a strong wind might have knocked it off.
|
||||
|
||||
An affected target is so
|
||||
convinced of the phantasm’s reality that it can even take damage from the
|
||||
illusion. A phantasm created to appear as a creature can attack the target.
|
||||
Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
|
||||
burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
|
||||
damage to the target if it is in the phantasm’s area or within 5 feet of the
|
||||
phantasm, provided that the illusion is of a creature or hazard that could
|
||||
logically deal damage, such as by attacking. The target perceives the damage as
|
||||
a type appropriate to the illusion.
|
||||
"""
|
||||
name = "Phantasmal Force"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of fleece"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
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.
|
||||
"""
|
||||
name = "Phantasmal Killer"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class PhantomSteed(Spell):
|
||||
"""A Large quasi-real, horselike creature appears on the ground in an unoccupied
|
||||
space of your choice within range. You decide the creature’s appearance, but it
|
||||
is equipped with a saddle, bit, and bridle. Any of the equipment created by the
|
||||
spell vanishes in a puff of smoke if it is carried more than 10 feet away from
|
||||
the steed.
|
||||
|
||||
For the duration, you or a creature you choose can ride the steed.
|
||||
The creature uses the statistics for a riding horse, except it has a speed of
|
||||
100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When
|
||||
the spell ends, the steed gradually fades, giving the rider 1 minute to
|
||||
dismount. The spell ends if you use an action to dismiss it or if the steed
|
||||
takes any damage.
|
||||
"""
|
||||
name = "Phantom Steed"
|
||||
level = 3
|
||||
casting_time = "1 minute"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 hour"
|
||||
ritual = True
|
||||
magic_school = "Illusion"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class PlanarAlly(Spell):
|
||||
"""You beseech an otherworldly entity for aid.
|
||||
The being must be known to you: a
|
||||
god, a primordial, a demon prince, or some other being of cosmic power. That
|
||||
entity sends a celestial, an elemental, or a fiend loyal to it to aid you,
|
||||
making the creature appear in an unoccupied space within range. If you know a
|
||||
specific creature’s name, you can speak that name when you cast this spell to
|
||||
request that creature, though you might get a different creature anyway (DM’s
|
||||
choice).
|
||||
|
||||
When the creature appears, it is under no compulsion to behave in any
|
||||
particular way. You can ask the creature to perform a service in exchange for
|
||||
payment, but it isn’t obliged to do so. The requested task could range from
|
||||
simple (fly us across the chasm, or help us fight a battle) to complex (spy on
|
||||
our enemies, or protect us during our foray into the dungeon). You must be able
|
||||
to communicate with the creature to bargain for its services.
|
||||
|
||||
Payment can take
|
||||
a variety of forms. A celestial might require a sizable donation of gold or
|
||||
magic items to an allied temple, while a fiend might demand a living sacrifice
|
||||
or a gift of treasure. Some creatures might exchange their service for a quest
|
||||
undertaken by you.
|
||||
|
||||
As a rule of thumb, a task that can be measured in minutes
|
||||
requires a payment worth 100 gp per minute. A task measured in hours requires
|
||||
1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000
|
||||
gp per day. The DM can adjust these payments based on the circumstances under
|
||||
which you cast the spell. If the task is aligned with the creature’s ethos, the
|
||||
payment might be halved or even waived. Nonhazardous tasks typically require
|
||||
only half the suggested payment, while especially dangerous tasks might require
|
||||
a greater gift. Creatures rarely accept tasks that seem suicidal.
|
||||
|
||||
After the
|
||||
creature completes the task, or when the agreed-upon duration of service
|
||||
expires, the creature returns to its home plane after reporting back to you, if
|
||||
appropriate to the task and if possible. If you are unable to agree on a price
|
||||
for the creature’s service, the creature immediately returns to its home plane.
|
||||
|
||||
|
||||
A creature enlisted to join your group counts as a member of it, receiving a
|
||||
full share of experience points awarded.
|
||||
"""
|
||||
name = "Planar Ally"
|
||||
level = 6
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class PlanarBinding(Spell):
|
||||
"""With this spell, you attempt to bind a celestial, an elemental, a fey, or a
|
||||
fiend to your service.
|
||||
The creature must be within range for the entire casting
|
||||
of the spell. (Typically, the creature is first summoned into the center of an
|
||||
inverted magic circle in order to keep it trapped while this spell is cast.) At
|
||||
the completion of the casting, the target must make a Charisma saving throw. On
|
||||
a failed save, it is bound to serve you for the duration. If the creature w as
|
||||
summoned or created by another spell, that spell’s duration is extended to match
|
||||
the duration of this spell.
|
||||
|
||||
A bound creature must follow your instructions to
|
||||
the best of its ability. You might command the creature to accompany you on an
|
||||
adventure, to guard a location, or to deliver a message. The creature obeys the
|
||||
letter of your instructions, but if the creature is hostile to you, it strives
|
||||
to twist your words to achieve its own objectives. If the creature carries out
|
||||
your instructions completely before the spell ends, it travels to you to report
|
||||
this fact if you are on the same plane of existence. If you are on a different
|
||||
plane of existence, it returns to the place where you bound it and remains there
|
||||
until the spell ends.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell
|
||||
slot of a higher level, the duration increases to:
|
||||
10 days with a 6th-level
|
||||
slot,
|
||||
30 days with a 7th-level slot,
|
||||
180 days with an 8th-level slot,
|
||||
1 year
|
||||
and 1 day with a 9th-level spell slot.
|
||||
"""
|
||||
name = "Planar Binding"
|
||||
level = 5
|
||||
casting_time = "1 hour"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A jewel worth at least 1,000 gp, which the spell consumes"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
|
||||
|
||||
|
||||
class PlaneShift(Spell):
|
||||
"""You and up to eight willing creatures who link hands in a circle are transported
|
||||
to a different plane of existence. You can specify a target destination in
|
||||
general terms, such as the City of Brass on the Elemental Plane of Fire or the
|
||||
palace of Dispater on the second level of the Nine Hells, and you appear in or
|
||||
near that destination. If you are trying to reac the City of Brass, for example,
|
||||
you might arrive in its Street of Steel, before its Gate of Ashes, or looking
|
||||
at the city from across the Sea of Fire, at the DM’s discretion.
|
||||
|
||||
Alternatively,
|
||||
if you know the sigil sequence of a teleportation circle on another plane of
|
||||
existence, this spell can take you to that circle. If the teleportation circle
|
||||
is too small to hold all the creatures you transported, they appear in the
|
||||
closest unoccupied spaces next to the circle.
|
||||
|
||||
You can use this spell to banish
|
||||
an unwilling creature to another plane. Choose a creature within your reach and
|
||||
make a melee spell attack against it. On a hit, the creature must make a
|
||||
Charisma saving throw. If the creature fails the save, it is transported to a
|
||||
random location on the plane of existence you specify. A creature so transported
|
||||
must find its own way back to your current plane of existence.
|
||||
"""
|
||||
name = "Plane Shift"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric', 'Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class PlantGrowth(Spell):
|
||||
"""This spell channels vitality into plants within a specific area. There are two
|
||||
possible uses for the spell, granting either immediate or long-term benefits.
|
||||
|
||||
|
||||
If you cast this spell using 1 action, choose a point within range. All normal
|
||||
plants in a 100-foot radius centered on that point become thick and overgrown. A
|
||||
creature moving through the area must spend 4 feet of movement for every 1 foot
|
||||
it moves.
|
||||
|
||||
You can exclude one or more areas of any size within the spell’s
|
||||
area from being affected.
|
||||
|
||||
If you cast this spell over 8 hours, you enrich the
|
||||
land. All plants in a half-mile radius centered on a point within range become
|
||||
enriched for 1 year. The plants yield twice the normal amount of food when
|
||||
harvested.
|
||||
"""
|
||||
name = "Plant Growth"
|
||||
level = 3
|
||||
casting_time = "Special"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class PoisonSpray(Spell):
|
||||
"""You extend your hand toward a creature you can see within range and project a
|
||||
puff of noxious gas from your palm. The creature must succeed on a Constitution
|
||||
saving throw or take 1d12 poison damage.
|
||||
|
||||
At Higher Levels: This spell’s damage
|
||||
increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
|
||||
(4d12).
|
||||
"""
|
||||
name = "Poison Spray"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Polymorph(Spell):
|
||||
"""This spell transforms a creature that you can see within range into a new form.
|
||||
An unwilling creature must make a Wisdom saving throw to avoid the effect. A
|
||||
shapechanger automatically succeeds on this saving throw.
|
||||
|
||||
The transformation
|
||||
lasts for the duration, or until the target drops to 0 hit points or dies. The
|
||||
new form can be any beast whose challenge rating is equal to or less than the
|
||||
target’s (or the target’s level, if it doesn’t have a challenge rating). The
|
||||
target’s game statistics, including mental ability scores, are replaced by the
|
||||
statistics of the chosen beast. It retains its alignment and personality.
|
||||
|
||||
The
|
||||
target assumes the hit points of its new form. When it reverts to its normal
|
||||
form, the creature returns to the number of hit points it had before it
|
||||
transformed. If it reverts as a result of dropping to 0 hit points, any excess
|
||||
damage carries over to its normal form. As long as the excess damage doesn’t
|
||||
reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
|
||||
|
||||
|
||||
The creature is limited in the actions it can perform by the nature of its new
|
||||
form, and it can’t speak, cast spells, or take any other action that requires
|
||||
hands or speech.
|
||||
|
||||
The target’s gear melds into the new form. The creature can’t
|
||||
activate, use, wield, or otherwise benefit from any of its equipment. This spell
|
||||
can’t affect a target that has 0 hit points.
|
||||
"""
|
||||
name = "Polymorph"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A caterpillar cocoon"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class PowerWordHeal(Spell):
|
||||
"""A wave of healing energy washes over the creature you touch. The target regains
|
||||
all its hit points. If the creature is charmed, frightened, paralyzed, or
|
||||
stunned, the condition ends. If the creature is prone, it can use its reaction
|
||||
to stand up. This spell has no effect on undead or constructs.
|
||||
"""
|
||||
name = "Power Word Heal"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard',)
|
||||
|
||||
|
||||
class PowerWordKill(Spell):
|
||||
"""You utter a word of power that can compel one creature you can see within range
|
||||
to die instantly. If the creature you chose has 100 hit points or fewer, it
|
||||
dies. Otherwise, the spell has no effect.
|
||||
"""
|
||||
name = "Power Word Kill"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class PowerWordPain(Spell):
|
||||
"""You speak a word of power that causes waves of intense pain to assail one
|
||||
creature you can see within range. If the target has 100 hit points or fewer, it
|
||||
is subject to crippling pain. Otherwise, the spell has no effect on it. A
|
||||
target is also unaffected if it is immune to being charmed.
|
||||
While the target is
|
||||
affected by crippling pain, any speed it has can be no higher than 10 feet. The
|
||||
target also has disadvantage on attack rolls, ability checks, and saving throws,
|
||||
other than Constitution saving throws. Finally, if the target tries to cast a
|
||||
spell, it must first succeed on a Constitution saving throw, or the casting
|
||||
fails and the spell is wasted.
|
||||
A target suffering this pain can make a
|
||||
Constitution saving throw at the end of each of its turns. On a successful save,
|
||||
the pain ends.
|
||||
"""
|
||||
name = "Power Word Pain"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class PowerWordStun(Spell):
|
||||
"""You speak a word of power that can overwhelm the mind of one creature you can
|
||||
see within range, leaving it dumbfounded. If the target has 150 hit points or
|
||||
fewer, it is stunned. Otherwise, the spell has no effect. The stunned target
|
||||
must make a Constitution saving throw at the end of each of its turns. On a
|
||||
successful save, this stunning effect ends.
|
||||
"""
|
||||
name = "Power Word Stun"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class PrayerOfHealing(Spell):
|
||||
"""Up to six creatures of your choice that you can see within range each regain hit
|
||||
points equal to 2d8 + your spellcasting ability modifier. This spell has no
|
||||
effect on undead or constructs.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using a spell slot of 3rd level or higher, the healing increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
"""
|
||||
name = "Prayer Of Healing"
|
||||
level = 2
|
||||
casting_time = "10 minutes"
|
||||
casting_range = "30 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class Prestidigitation(Spell):
|
||||
"""This spell is a minor magical trick that novice spellcasters use for practice.
|
||||
You create one of the following magical effects within range:
|
||||
-You create an
|
||||
instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
|
||||
wind, faint musical notes, or an odd odor.
|
||||
-You instantaneously light or snuff
|
||||
out a candle, a torch, or a small campfire.
|
||||
-You instantaneously clean or soil
|
||||
an object no larger than 1 cubic foot.
|
||||
-You chill, warm, or flavor up to 1
|
||||
cubic foot of nonliving material for 1 hour.
|
||||
-You make a color, a small mark,
|
||||
or a symbol appear on an object or a surface for 1 hour.
|
||||
-You create a
|
||||
nonmagical trinket or an illusory image that can fit in your hand and that lasts
|
||||
until the end of your next turn.
|
||||
If you cast this spell multiple times, you
|
||||
can have up to three of its non-instantaneous effects active at a time, and you
|
||||
can dismiss such an effect as an action.
|
||||
"""
|
||||
name = "Prestidigitation"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class PrimalSavagery(Spell):
|
||||
"""You channel primal magic to cause your teeth or fingernails to sharpen, ready to
|
||||
deliver a corrosive attack. Make a melee spell attack against one creature
|
||||
within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you
|
||||
make the attack, your teeth or fingernails return to normal. The spell’s damage
|
||||
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
|
||||
level (4d10).
|
||||
"""
|
||||
name = "Primal Savagery"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class PrimordialWard(Spell):
|
||||
"""You have resistance to acid, cold, fire, lightning, and thunder damage for the
|
||||
spell’s duration.
|
||||
When you take damage of one of those types, you can use your
|
||||
reaction to gain immunity to that type
|
||||
of damage, including against the
|
||||
triggering damage. If you do so, the resistances end, and you have the immunity
|
||||
until the end of your next turn, at which time the spell ends.
|
||||
"""
|
||||
name = "Primordial Ward"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class PrismaticSpray(Spell):
|
||||
"""Eight multicolored rays of light flash from your hand. Each ray is a different
|
||||
color and has a different power and purpose. Each creature in a 60-foot cone
|
||||
must make a Dexterity saving throw. For each target, roll a d8 to determine
|
||||
which color ray affects it.
|
||||
|
||||
1. Red. The target takes 10d6 fire damage on a
|
||||
failed save, or half as much damage on a successful one.
|
||||
|
||||
2. Orange. The target
|
||||
takes 10d6 acid damage on a failed save, or half as much damage on a successful
|
||||
one.
|
||||
|
||||
3. Yellow. The target takes 10d6 lightning damage on a failed save, or
|
||||
half as much damage on a successful one.
|
||||
|
||||
4. Green. The target takes 10d6 poison
|
||||
damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
5. Blue.
|
||||
The target takes 10d6 cold damage on a failed save, or half as much damage on a
|
||||
successful one.
|
||||
|
||||
6. Indigo. On a failed save, the target is restrained. It must
|
||||
then make a Constitution saving throw at the end of each of its turns. If it
|
||||
successfully saves three times, the spell ends. If it fails its save three
|
||||
times, it permanently turns to stone and is subjected to the petrified
|
||||
condition. The successes and failures don’t need to be consecutive; keep track
|
||||
of both until the target collects three of a kind.
|
||||
|
||||
7. Violet. On a failed save,
|
||||
the target is blinded. It must then make a Wisdom saving throw at the start of
|
||||
your next turn. A successful save ends the blindness. If it fails that save, the
|
||||
creature is transported to another plane of existence of the DM’s choosing and
|
||||
is no longer blinded. (Typically, a creature that is on a plane that isn’t its
|
||||
home plane is banished home, while other creatures are usually cast into the
|
||||
Astral or Ethereal planes.)
|
||||
|
||||
8. Special. The target is struck by two rays. Roll
|
||||
twice more, rerolling any 8.
|
||||
"""
|
||||
name = "Prismatic Spray"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (60-foot cone)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class PrismaticWall(Spell):
|
||||
"""A shimmering, multicolored plane of light forms a vertical opaque wallup to 90
|
||||
feet long, 30 feet high, and 1 inch thickcentered on a point you can seewithin
|
||||
range. Alternatively, you can shape the wall into a sphere up to 30 feet in
|
||||
diameter centered on a point you choose within range. The wall remains in place
|
||||
for the duration. If you position the wall so that it passes through a space
|
||||
occupied by a creature, the spell fails, and your action and the spell slot are
|
||||
wasted.
|
||||
|
||||
The wall sheds bright light out to a range of 100 feet and dim light
|
||||
for an additional 100 feet. You and creatures you designate at the time you cast
|
||||
the spell can pass through and remain near the wall without harm. If another
|
||||
creature that can see the wall moves to within 20 feet of it or starts its turn
|
||||
there, the creature must succeed on a Constitution saving throw or become
|
||||
blinded for 1 minute.
|
||||
|
||||
The wall consists of seven layers, each with a different
|
||||
color. When a creature attempts to reach into or pass through the wall, it does
|
||||
so one layer at a time through all the wall’s layers. As it passes or reaches
|
||||
through each layer, the creature must make a Dexterity saving throw or be
|
||||
affected by that layer’s properties as described below.
|
||||
|
||||
The wall can be
|
||||
destroyed, also one layer at a time, in order from red to violet, by means
|
||||
specific to each layer. Once a layer is destroyed, it remains so for the
|
||||
duration of the spell. A rod of cancellation destroys a prismatic wall, but an
|
||||
antimagic field has no effect on it.
|
||||
|
||||
1. Red. The creature takes 10d6 fire
|
||||
damage on a failed save, or half as much damage on a successful one. While this
|
||||
layer is in place, nonmagical ranged attacks can’t pass through the wall. The
|
||||
layer can be destroyed by dealing at least 25 cold damage to it.
|
||||
|
||||
2. Orange. The
|
||||
creature takes 10d6 acid damage on a failed save, or half as much damage on a
|
||||
successful one. While this layer is in place, magical ranged attacks can’t pass
|
||||
through the wall. The layer is destroyed by a strong wind.
|
||||
|
||||
3. Yellow. The
|
||||
creature takes 10d6 lightning damage on a failed save, or half as much damage on
|
||||
a successful one. This layer can be destroyed by dealing at least 60 force
|
||||
damage to it.
|
||||
|
||||
4. Green. The creature takes 10d6 poison damage on a failed save,
|
||||
or half as much damage on a successful one. A passwall spell, or another spell
|
||||
of equal or greater level that can open a portal on a solid surface, destroys
|
||||
this layer.
|
||||
|
||||
5. Blue. The creature takes 10d6 cold damage on a failed save, or
|
||||
half as much damage on a successful one. This layer can be destroyed by dealing
|
||||
at least 25 fire damage to it.
|
||||
|
||||
6. Indigo. On a failed save, the creature is
|
||||
restrained. It must then make a Constitution saving throw at the end of each of
|
||||
its turns. If it successfully saves three times, the spell ends. If it fails its
|
||||
save three times, it permanently turns to stone and is subjected to the
|
||||
petrified condition. The successes and failures don’t need to be consecutive;
|
||||
keep track of both until the creature collects three of a kind. While this layer
|
||||
is in place, spells can’t be cast through the wall. The layer is destroyed by
|
||||
bright light shed by a daylight spell or a similar spell of equal or higher
|
||||
level.
|
||||
|
||||
7. Violet. On a failed save, the creature is blinded. It must then make
|
||||
a Wisdom saving throw at the start of your next turn. A successful save ends the
|
||||
blindness. If it fails that save, the creature is transported to another plane
|
||||
of the DM’s choosing and is no longer blinded. (Typically, a creature that is on
|
||||
a plane that isn’t its home plane is banished home, while other creatures are
|
||||
usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
|
||||
dispel magic spell or similar spell of equal or higher level that can end spells
|
||||
and magical effects.
|
||||
"""
|
||||
name = "Prismatic Wall"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class ProduceFlame(Spell):
|
||||
"""A flickering flame appears in your hand.
|
||||
The flame remains there for the
|
||||
duration and harms neither you nor your equipment. The flame sheds bright light
|
||||
in a 10-foot radius and dim light for an additional 10 feet. The spell ends if
|
||||
you dismiss it as an action or if you cast it again.
|
||||
|
||||
You can also attack with
|
||||
the flame, although doing so ends the spell. When you cast this spell, or as an
|
||||
action on a later turn, you can hurl the flame at a creature within 30 feet of
|
||||
you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
|
||||
|
||||
At
|
||||
Higher Levels: This spell’s damage increases by 1d8 when you reach 5th level
|
||||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Produce Flame"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class ProgrammedIllusion(Spell):
|
||||
"""You create an illusion of an object, a creature, or some other visible
|
||||
phenomenon within range that activates when a specific condition occurs. The
|
||||
illusion is imperceptible until then. It must be no larger than a 30-foot cube,
|
||||
and you decide when you cast the spell how the illusion behaves and what sounds
|
||||
it makes. This scripted performance can last up to 5 minutes.
|
||||
|
||||
When the
|
||||
condition you specify occurs, the illusion springs into existence and performs
|
||||
in the manner you described. Once the illusion finishes performing, it
|
||||
disappears and remains dormant for 10 minutes. After this time, the illusion can
|
||||
be activated again.
|
||||
|
||||
The triggering condition can be as general or as detailed
|
||||
as you like, though it must be based on visual or audible conditions that occur
|
||||
within 30 feet of the area. For example, you could create an illusion of
|
||||
yourself to appear and warn off others who attempt to open a trapped door, or
|
||||
you could set the illusion to trigger only when a creature says the correct word
|
||||
or phrase.
|
||||
|
||||
Physical interaction with the image reveals it to be an illusion,
|
||||
because things can pass through it. A creature that uses its action to examine
|
||||
the image can determine that it is an illusion with a successful Intelligence
|
||||
(Investigation) check against your spell save DC. If a creature discerns the
|
||||
illusion for what it is, the creature can see through the image, and any noise
|
||||
it makes sounds hollow to the creature.
|
||||
"""
|
||||
name = "Programmed Illusion"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of fleece and jade dust worth at least 25 gp"""
|
||||
duration = "Until dispelled"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
class ProjectImage(Spell):
|
||||
"""You create an illusory copy of yourself that lasts for the duration.
|
||||
The copy
|
||||
can appear at any location within range that you have seen before, regardless of
|
||||
intervening obstacles. The illusion looks and sounds like you but is
|
||||
intangible. If the illusion takes any damage, it disappears, and the spell ends.
|
||||
|
||||
|
||||
You can use your action to move this illusion up to twice your speed, and make
|
||||
it gesture, speak, and behave in whatever way you choose. It mimics your
|
||||
mannerisms perfectly.
|
||||
|
||||
You can see through its eyes and hear through its ears as
|
||||
if you were in its space. On your turn as a bonus action, you can switch from
|
||||
using its senses to using your own, or back again. While you are using its
|
||||
senses, you are blinded and deafened in regard to your own surroundings.
|
||||
|
||||
|
||||
Physical interaction with the image reveals it to be an illusion, because things
|
||||
can pass through it. A creature that uses its action to examine the image can
|
||||
determine that it is an illusion with a successful Intelligence (Investigation)
|
||||
check against your spell save DC. If a creature discerns the illusion for what
|
||||
it is, the creature can see through the image, and any noise it makes sounds
|
||||
hollow to the creature.
|
||||
"""
|
||||
name = "Project Image"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "500 miles"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small replica of you made from materials worth at least 5 gp"""
|
||||
duration = "Concentration, up to 1 day"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
class ProtectionFromEnergy(Spell):
|
||||
"""For the duration, the willing creature you touch has resistance to one damage
|
||||
type of your choice: acid, cold, fire, lightning, or thunder.
|
||||
"""
|
||||
name = "Protection From Energy"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Druid', 'Ranger', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class ProtectionFromEvilAndGood(Spell):
|
||||
"""Until the spell ends, one willing creature you touch is protected against
|
||||
certain types of creatures: aberrations, celestials, elementals, fey, fiends,
|
||||
and undead.
|
||||
|
||||
The protection grants several benefits. Creatures of those types
|
||||
have disadvantage on attack rolls against the target. The target also can’t be
|
||||
charmed, frightened, or possessed by them. If the target is already charmed,
|
||||
frightened, or possessed by such a creature, the target has advantage on any new
|
||||
saving throw against the relevant effect.
|
||||
"""
|
||||
name = "Protection From Evil And Good"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Holy water or powdered silver and iron, which the spell consumes"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class ProtectionFromPoison(Spell):
|
||||
"""You touch a creature. If it is poisoned, you neutralize the poison. If more than
|
||||
one poison afflicts the target, you neutralize one poison that you know is
|
||||
present, or you neutralize one at random.
|
||||
|
||||
For the duration, the target has
|
||||
advantage on saving throws against being poisoned, and it has resistance to
|
||||
poison damage.
|
||||
"""
|
||||
name = "Protection From Poison"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Druid', 'Paladin', 'Ranger')
|
||||
|
||||
|
||||
class PsychicScream(Spell):
|
||||
"""You unleash the power of your mind to blast the intellect of up to ten creatures
|
||||
of your choice that you can see within range. Creatures that have an
|
||||
Intelligence score of 2 or lower are unaffected.
|
||||
Each target must make an
|
||||
Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage
|
||||
and is stunned. On a successful save, a target takes half as much damage and
|
||||
isn’t stunned. If a target is killed by this damage, its head explodes, assuming
|
||||
it has one.
|
||||
A stunned target can make an Intelligence saving throw at the end
|
||||
of each of its turns. On a successful save, the stunning effect ends.
|
||||
"""
|
||||
name = "Psychic Scream"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class PurifyFoodAndDrink(Spell):
|
||||
"""All nonmagical food and drink within a 5-foot-radius sphere centered on a point
|
||||
of your choice within range is purified and rendered free of poison and disease.
|
||||
"""
|
||||
name = "Purify Food And Drink"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = True
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Cleric', 'Druid', 'Paladin')
|
||||
|
||||
|
||||
class Pyrotechnics(Spell):
|
||||
"""Choose an area of nonmagical flame that you can see and that fits within a
|
||||
5-foot cube within range. You can extinguish the fire in that area, and you
|
||||
create either fireworks or smoke when you do so.
|
||||
Fireworks. The target explodes
|
||||
with a dazzling display of colors. Each creature within 10 feet of the target
|
||||
must succeed on a Constitution saving throw or become blinded until the end of
|
||||
your next turn.
|
||||
Smoke. Thick black smoke spreads out from the target in a
|
||||
20-foot radius, moving around corners. The area of the smoke is heavily
|
||||
obscured. The smoke persists for 1 minute or until a strong wind disperses it.
|
||||
"""
|
||||
name = "Pyrotechnics"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
from .spells import Spell
|
||||
@@ -0,0 +1,342 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class RaiseDead(Spell):
|
||||
"""You return a dead creature you touch to life, provided that it has been dead no
|
||||
longer than 10 days. If the creature’s soul is both willing and at liberty to
|
||||
rejoin the body, the creature returns to life with 1 hit point.
|
||||
|
||||
This spell also
|
||||
neutralizes any poison and cures nonmagical diseases that affected the creature
|
||||
at the time it died. This spell doesn’t, however, remove magical diseases,
|
||||
curses, or similar effects; if these aren’t first removed prior to casting the
|
||||
spell, they take effect when the creature returns to life. The spell can’t
|
||||
return an undead creature to life.
|
||||
|
||||
This spell closes all mortal wounds, but it
|
||||
doesn’t restore missing body parts. If the creature is lacking body parts or
|
||||
organs integral for its survival – its head, for instance – the spell
|
||||
automatically fails.
|
||||
|
||||
Coming back from the dead is an ordeal. The target takes a
|
||||
-4 penalty to all attack rolls, saving throws, and ability checks. Every time
|
||||
the target finishes a long rest, the penalty is reduced by 1 until it
|
||||
disappears.
|
||||
"""
|
||||
name = "Raise Dead"
|
||||
level = 5
|
||||
casting_time = "1 hour"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A diamond worth at least 500 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Cleric', 'Paladin')
|
||||
|
||||
|
||||
class RarysTelepathicBond(Spell):
|
||||
"""You forge a telepathic link among up to eight willing creatures of your choice
|
||||
within range, psychically linking each creature to all the others for the
|
||||
duration. Creatures with Intelligence scores of 2 or less aren’t affected by
|
||||
this spell.
|
||||
|
||||
Until the spell ends, the targets can communicated telepathically
|
||||
through the bond whether or not they have a common language. The communication
|
||||
is possible over any distance, though it can’t extend to other planes of
|
||||
existence.
|
||||
"""
|
||||
name = "Rarys Telepathic Bond"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Pieces of eggshell from two different kinds of creatures"""
|
||||
duration = "1 hour"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class RayOfEnfeeblement(Spell):
|
||||
"""A black beam of enervating energy springs from your finger toward a creature
|
||||
within range.
|
||||
Make a ranged spell attack against the target. On a hit, the
|
||||
target deals only half damage with weapon attacks that use Strength until the
|
||||
spell ends.
|
||||
|
||||
At the end of each of the target’s turns, it can make a
|
||||
Constitution saving throw against the spell. On a success, the spell ends.
|
||||
"""
|
||||
name = "Ray Of Enfeeblement"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class RayOfFrost(Spell):
|
||||
"""A frigid beam of blue-white light streaks toward a creature within range. Make a
|
||||
ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and
|
||||
its speed is reduced by 10 feet until the start of your next turn.
|
||||
|
||||
At Higher
|
||||
Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th
|
||||
level (3d8), and 17th level (4d8).
|
||||
"""
|
||||
name = "Ray Of Frost"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class RayOfSickness(Spell):
|
||||
"""A ray of sickening greenish energy lashes out toward a creature within range.
|
||||
|
||||
Make a ranged spell attack against the target. On a hit, the target takes 2d8
|
||||
poison damage and must make a Constitution saving throw. On a failed save, it is
|
||||
also poisoned until the end of your next turn.
|
||||
|
||||
At Higher Levels: When you cast
|
||||
this spell using a spell slot of 2nd level or higher, the damage increases by
|
||||
1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Ray Of Sickness"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Regenerate(Spell):
|
||||
"""You touch a creature and stimulate its natural healing ability.
|
||||
The target
|
||||
regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1
|
||||
hit point at the start of each of its turns (10 hit points each minute).
|
||||
|
||||
The
|
||||
target’s severed body members (fingers, legs, tails, and so on), if any, are
|
||||
restored after 2 minutes. If you have the severed part and hold it to the stump,
|
||||
the spell instantaneously causes the limb to knit to the stump.
|
||||
"""
|
||||
name = "Regenerate"
|
||||
level = 7
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A prayer wheel and holy water"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Cleric', 'Druid')
|
||||
|
||||
|
||||
class Reincarnate(Spell):
|
||||
"""You touch a dead humanoid or a piece of a dead humanoid. Provided that the
|
||||
creature has been dead no longer than 10 days, the spell forms a new adult body
|
||||
for it and then calls the soul to enter that body. If the target’s soul isn’t
|
||||
free or willing to do so, the spell fails.
|
||||
|
||||
The magic fashions a new body for
|
||||
the creature to inhabit, which likely causes the creature’s race to change. The
|
||||
DM rolls a d 100 and consults the following table to determine what form the
|
||||
creature takes when restored to life, or the DM chooses a form.
|
||||
|
||||
d100 Race
|
||||
|
||||
01-04 Dragonborn
|
||||
05-13 Dwarf, hill
|
||||
14-21 Dwarf, mountain
|
||||
22-25 Elf, dark
|
||||
26-34
|
||||
Elf, high
|
||||
35-42 Elf, wood
|
||||
43-46 Gnome, forest
|
||||
47-52 Gnome, rock
|
||||
53-56 Half-elf
|
||||
|
||||
57-60 Half-orc
|
||||
61-68 Halfling, lightfoot
|
||||
69-76 Halfling, stout
|
||||
77-96 Human
|
||||
97-00
|
||||
Tiefling
|
||||
|
||||
The reincarnated creature recalls its former life and experiences. It
|
||||
retains the capabilities it had in its original form, except it exchanges its
|
||||
original race for the new one and changes its racial traits accordingly.
|
||||
"""
|
||||
name = "Reincarnate"
|
||||
level = 5
|
||||
casting_time = "1 hour"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Rare oils and unguents worth at least 1,000 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class RemoveCurse(Spell):
|
||||
"""At your touch, all curses affecting one creature or object end. If the object is
|
||||
a cursed magic item, its curse remains, but the spell breaks its owner’s
|
||||
attunement to the object so it can be removed or discarded.
|
||||
"""
|
||||
name = "Remove Curse"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Resistance(Spell):
|
||||
"""You touch one willing creature. Once before the spell ends, the target can roll
|
||||
a d4 and add the number rolled to one saving throw of its choice. It can roll
|
||||
the die before or after the saving throw. The spell then ends.
|
||||
"""
|
||||
name = "Resistance"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A miniature cloak"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric', 'Druid')
|
||||
|
||||
|
||||
class Resurrection(Spell):
|
||||
"""You touch a dead creature that has been dead for no more than a century, that
|
||||
didn’t die of old age, and that isn’t undead. If its soul is free and willing,
|
||||
the target returns to life with all its hit points.
|
||||
|
||||
This spell neutralizes any
|
||||
poisons and cures normal diseases afflicting the creature when it died. It
|
||||
doesn’t, however, remove magical diseases, curses, and the like; if such affects
|
||||
aren’t removed prior to casting the spell, they afflict the target on its
|
||||
return to life.
|
||||
|
||||
This spell closes all mortal wounds and restores any missing
|
||||
body parts.
|
||||
|
||||
Coming back from the dead is an ordeal. The target takes a -4
|
||||
penalty to all attack rolls, saving throws, and ability checks. Every time the
|
||||
target finishes a long rest, the penalty is reduced by 1 until it disappears.
|
||||
|
||||
|
||||
Casting this spell to restore life to a creature that has been dead for one year
|
||||
or longer taxes you greatly. Until you finish a long rest, you can’t cast
|
||||
spells again, and you have disadvantage on all attack rolls, ability checks, and
|
||||
saving throws.
|
||||
"""
|
||||
name = "Resurrection"
|
||||
level = 7
|
||||
casting_time = "1 hour"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A diamond worth at least 1,000 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Bard', 'Cleric')
|
||||
|
||||
|
||||
class ReverseGravity(Spell):
|
||||
"""This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered
|
||||
on a point within range.
|
||||
All creatures and objects that aren’t somehow anchored
|
||||
to the ground in the area fall upward and reach the top of the area when you
|
||||
cast this spell. A creature can make a Dexterity saving throw to grab onto a
|
||||
fixed object it can reach, thus avoiding the fall.
|
||||
|
||||
If some solid object (such
|
||||
as a ceiling) is encountered in this fall, falling objects and creatures strike
|
||||
it just as they would during a normal downward fall. If an object or creature
|
||||
reaches the top of the area without striking anything, it remains there,
|
||||
oscillating slightly, for the duration.
|
||||
|
||||
At the end of the duration, affected
|
||||
objects and creatures fall back down.
|
||||
"""
|
||||
name = "Reverse Gravity"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "100 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A lodestone and iron filings"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Revivify(Spell):
|
||||
"""You touch a creature that has died within the last minute. That creature returns
|
||||
to life with 1 hit point. This spell can’t return to life a creature that has
|
||||
died of old age, nor can it restore any missing body parts.
|
||||
"""
|
||||
name = "Revivify"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Diamonds worth 300 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Paladin')
|
||||
|
||||
|
||||
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 can’t 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',)
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,664 +0,0 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class SacredFlame(Spell):
|
||||
"""Flame-like radiance descends on a creature that you can see within
|
||||
range. The target must succeed on a Dexterity saving throw or take
|
||||
1d8 radiant damage. The target gains no benefit from cover for
|
||||
this saving throw. The spell’s damage increases by 1d8 when you
|
||||
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||||
|
||||
"""
|
||||
name = "Sacred Flame"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Sanctuary(Spell):
|
||||
"""You ward a creature within range against attack. Until the spell
|
||||
ends, any creature who targets the warded creature with an attack
|
||||
or a harmful spell must first make a Wisdom saving throw. On a
|
||||
failed save, the creature must choose a new target or lose the
|
||||
attack or spell. This spell doesn’t protect the warded creature
|
||||
from area effects, such as the explosion of a fireball. If the
|
||||
warded creature makes an attack or casts a spell that affects an
|
||||
enemy creature, this spell ends.
|
||||
|
||||
"""
|
||||
name = "Sanctuary"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a small silver mirror"
|
||||
duration = "1 minute"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Shillelagh(Spell):
|
||||
"""The wood of a club or quarterstaff you are holding is imbued with
|
||||
nature's power. For the duration, you can use your spellcasting
|
||||
ability instead of Strength for the attack and damage rolls of
|
||||
melee attacks using that weapon, and the weapon's damage die
|
||||
becomes a ``d8``. The weapon also becomes magical, if it isn't
|
||||
already. The spell ends if you cast it again or if you let go of
|
||||
the weapon.
|
||||
|
||||
"""
|
||||
level = 0
|
||||
name = "Shillelagh"
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Touch"
|
||||
components = ("V", "S", "M")
|
||||
materials = "mistletoe, a shamrock leaf, and a club or quarterstaff"
|
||||
duration = "1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid')
|
||||
|
||||
|
||||
class Shatter(Spell):
|
||||
"""A sudden loud ringing noise, painfully intense, erupts from a point
|
||||
of your choice within range. Each creature in a 10-foot-radius
|
||||
sphere centered on that point must make a Constitution saving
|
||||
throw. A creature takes 3d8 thunder damage on a failed save, or
|
||||
half as much damage on a successful one. A creature made of
|
||||
inorganic material such as stone, crystal, or metal has
|
||||
disadvantage on this saving throw. A nonmagical object that isn’t
|
||||
being worn or carried also takes the damage if it’s in the spell’s
|
||||
area. At Higher Levels. When you cast this spell using a spell
|
||||
slot of 3rd level or higher, the damage increases by 1d8 for each
|
||||
slot level above 2nd.
|
||||
|
||||
"""
|
||||
name = "Shatter"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a chip of mica"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Shield(Spell):
|
||||
"""An invisible barrier of magical force appears and protects
|
||||
you. Until the start of your next turn, you have a +5 bonus to AC,
|
||||
including against the triggering attack, and you take no damage
|
||||
from magic missile.
|
||||
|
||||
"""
|
||||
name = "Shield"
|
||||
level = 1
|
||||
casting_time = "1 reaction"
|
||||
casting_range = "Self"
|
||||
components = ("V", "S", )
|
||||
duration = "1 round"
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
class ShieldOfFaith(Spell):
|
||||
"""A shimmering field appears and surrounds a creature of your choice
|
||||
within range, granting it a +2 bonus to AC for the duration.
|
||||
|
||||
"""
|
||||
name = "Shield of Faith"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a small parchment with a bit of holy text written on it"
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class ShockingGrasp(Spell):
|
||||
"""Lightning springs from your hand to deliver a shock to a creature
|
||||
you try to touch. Make a melee spell attack against the
|
||||
target. You have advantage on the attack roll if the target is
|
||||
wearing armor made of metal. On a hit, the target takes 1d8
|
||||
lightning damage, and it can't take reactions until the start of
|
||||
its next turn.
|
||||
|
||||
The spell's damage increases by 1d8 when you reach 5th level
|
||||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||||
|
||||
"""
|
||||
name = "Shocking Grasp"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ("V", "S", )
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
class Silence(Spell):
|
||||
"""For the duration, no sound can be created within or pass through a
|
||||
20-foot-radius sphere centered on a point you choose within
|
||||
range. Any creature or object entirely inside the sphere is immune
|
||||
to thunder damage, and creatures are deafened while entirely
|
||||
inside it. Casting a spell that includes a verbal component is
|
||||
impossible there.
|
||||
|
||||
"""
|
||||
name = "Silence"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Illusion"
|
||||
classes = ()
|
||||
|
||||
|
||||
class SilentImage(Spell):
|
||||
"""You create the image of an object, a creature, or some other
|
||||
visible phenomenon that is no larger than a 15-foot cube. The
|
||||
image appears at a spot within range and lasts for the
|
||||
duration. The image is purely visual; it isn’t accompanied by
|
||||
sound, smell, or other sensory effects. You can use your action to
|
||||
cause the image to move to any spot within range. As the image
|
||||
changes location, you can alter its appearance so that its
|
||||
movements appear natural for the image. For example, if you create
|
||||
an image of a creature and move it, you can alter the image so
|
||||
that it appears to be walking. Physical interaction with the image
|
||||
reveals it to be an illusion, because things can pass through
|
||||
it. A creature that uses its action to examine the image can
|
||||
determine that it is an illusion with a successful Intelligence
|
||||
(Investigation) check against your spell save DC. If a creature
|
||||
discerns the illusion for what it is, the creature can see through
|
||||
the image.
|
||||
|
||||
"""
|
||||
name = "Silent Image"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a bit of fleece"
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Illusion"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Sleep(Spell):
|
||||
"""This spell sends creatures into a magical slumber. Roll 5d8, the
|
||||
total is how many hit points of creatures this spell can
|
||||
affect. Creatures within 20 feet of a point you choose within
|
||||
range are affected in ascending order of their current hit points
|
||||
(ignoring unconscious creatures).
|
||||
|
||||
Starting with the creature that has the lowest current hit points,
|
||||
each creature affected by this spell falls unconscious until the
|
||||
spell ends, the sleeper takes damage, or someone uses an action to
|
||||
shake or slap the sleeper awake. Subtract each creature's hit
|
||||
points from the total before moving on to the creature with the
|
||||
next lowest hit points. A creature's hit points must be equal to
|
||||
or less than the remaining total for that creature to be affected.
|
||||
|
||||
Undead and creatures immune to being charmed aren't affected by
|
||||
this spell.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
2nd level or higher, roll an additional 2d8 for each slot level
|
||||
above 1st.
|
||||
|
||||
"""
|
||||
name = "Sleep"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ("V", "S", "M", )
|
||||
materials = "A pinch of fine sand, rose petals, or a cricket"
|
||||
duration = "1 minutes"
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Sorceror', 'Wizard', )
|
||||
|
||||
|
||||
class SpareTheDying(Spell):
|
||||
"""You touch a living creature that has 0 hit points. The creature
|
||||
becomes stable. This spell has no effect on undead or
|
||||
constructs.
|
||||
|
||||
"""
|
||||
name = "Spare the Dying"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Necromancy"
|
||||
classes = ()
|
||||
|
||||
|
||||
class SpeakWithAnimals(Spell):
|
||||
"""You gain the ability to comprehend and verbally communicate with
|
||||
beasts for the duration. The knowledge and awareness of many
|
||||
beasts is limited by their intelligence, but at minimum, beasts
|
||||
can give you information about nearby locations and monsters,
|
||||
including whatever they can perceive or have perceived within the
|
||||
past day. You might be able to persuade a beast to perform a small
|
||||
favor for you, at the GM's discretion.
|
||||
|
||||
"""
|
||||
level = 1
|
||||
name = "Speak with Animals"
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ("V", "S")
|
||||
duration = "10 minutes"
|
||||
ritual = True
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Druid', 'Ranger')
|
||||
|
||||
|
||||
class SpeakWithDead(Spell):
|
||||
"""You grant the semblance of life and intelligence to a corpse of
|
||||
your choice within range, allowing it to answer the questions you
|
||||
pose. The corpse must still have a mouth and can’t be undead. The
|
||||
spell fails if the corpse was the target of this spell within the
|
||||
last 10 days. Until the spell ends, you can ask the corpse up to
|
||||
five questions. The corpse knows only what it knew in life,
|
||||
including the languages it knew. Answers are usually brief,
|
||||
cryptic, or repetitive, and the corpse is under no compulsion to
|
||||
offer a truthful answer if you are hostile to it or it recognizes
|
||||
you as an enemy. This spell doesn’t return the creature’s soul to
|
||||
its body, only its animating spirit. Thus, the corpse can’t learn
|
||||
new information, doesn’t comprehend anything that has happened
|
||||
since it died, and can’t speculate about future events.
|
||||
|
||||
"""
|
||||
name = "Speak with Dead"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "burning incense"
|
||||
duration = "10 minutes"
|
||||
magic_school = "Necromancy"
|
||||
classes = ()
|
||||
|
||||
|
||||
class SpiderClimb(Spell):
|
||||
"""Until the spell ends, one willing creature you touch gains the
|
||||
ability to move up, down, and across vertical surfaces and upside
|
||||
down along ceilings, while leaving its hands free. The target also
|
||||
gains a climbing speed equal to its walking speed.
|
||||
|
||||
"""
|
||||
name = "Spider Climb"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a drop of bitumen and a spider"
|
||||
duration = "Concentration, up to 1 hour"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class SpiritGuardians(Spell):
|
||||
"""You call forth spirits to protect you. They flit around you to a
|
||||
distance of 15 feet for the duration. If you are good or neutral,
|
||||
their spectral form appears angelic or fey (your choice). If you
|
||||
are evil, they appear fiendish. When you cast this spell, you can
|
||||
designate any number of creatures you can see to be unaffected by
|
||||
it. An affected creature’s speed is halved in the area, and when
|
||||
the creature enters the area for the first time on a turn or
|
||||
starts its turn there, it must make a Wisdom saving throw. On a
|
||||
failed save, the creature takes 3d8 radiant damage (if you are
|
||||
good or neutral) or 3d8 necrotic damage (if you are evil). On a
|
||||
successful save, the creature takes half as much damage. At Higher
|
||||
Levels. When you cast this spell using a spell slot of 4th level
|
||||
or higher, the damage increases by 1d8 for each slot level above
|
||||
3rd.
|
||||
|
||||
"""
|
||||
name = "Spirit Guardians"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a holy symbol"
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class SpiritualWeapon(Spell):
|
||||
"""You create a floating, spectral weapon within range that lasts for
|
||||
the duration or until you cast this spell again. When you cast the
|
||||
spell, you can make a melee spell attack against a creature within
|
||||
5 feet of the weapon. On a hit, the target takes force damage
|
||||
equal to 1d8 + your spellcasting ability modifier. As a bonus
|
||||
action on your turn, you can move the weapon up to 20 feet and
|
||||
repeat the attack against a creature within 5 feet of it. The
|
||||
weapon can take whatever form you choose. Clerics of deities who
|
||||
are associated with a particular weapon (as St. Cuthbert is known
|
||||
for his mace and Thor for his hammer) make this spell’s effect
|
||||
resemble that weapon. At Higher Levels. When you cast this spell
|
||||
using a spell slot of 3rd level or higher, the damage increases by
|
||||
1d8 for every two slot levels above the 2nd.
|
||||
|
||||
"""
|
||||
name = "Spiritual Weapon"
|
||||
level = 2
|
||||
casting_time = "1 bonus action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "1 minute"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Stoneskin(Spell):
|
||||
"""This spell turns the flesh of a willing creature you touch as hard
|
||||
as stone. Until the spell ends, the target has resistance to
|
||||
nonmagical bludgeoning, piercing, and slashing damage.
|
||||
|
||||
"""
|
||||
name = "Stoneskin"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "diamond dust worth 100 gp, which the spell consumes"
|
||||
duration = "Concentration, up to 1 hour"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Suggestion(Spell):
|
||||
"""You suggest a course of activity (limited to a sentence or two) and
|
||||
magically influence a creature you can see within range that can
|
||||
hear and understand you. Creatures that can’t be charmed are
|
||||
immune to this effect. The suggestion must be worded in such a
|
||||
manner as to make the course of action sound reasonable. Asking
|
||||
the creature to stab itself, throw itself onto a spear, immolate
|
||||
itself, or do some other obviously harmful act ends the spell.
|
||||
|
||||
The target must make a Wisdom saving throw. On a failed save, it
|
||||
pursues the course of action you described to the best of its
|
||||
ability. The suggested course of action can continue for the
|
||||
entire duration. If the suggested activity can be completed in a
|
||||
shorter time, the spell ends when the subject finishes what it was
|
||||
asked to do.
|
||||
|
||||
You can also specify conditions that will trigger a special
|
||||
activity during the duration. For example, you might suggest that
|
||||
a knight give her warhorse to the first beggar she meets. If the
|
||||
condition isn’t met before the spell expires, the activity isn’t
|
||||
performed.
|
||||
|
||||
If you or any of your companions damage the target, the spell
|
||||
ends.
|
||||
|
||||
"""
|
||||
name = "Suggestion"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'M')
|
||||
materials = "a snake’s tongue and either a bit of honeycomb or a drop of sweet oil"
|
||||
duration = "Concentration, up to 8 hours"
|
||||
magic_school = "Enchantment"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Sunburst(Spell):
|
||||
"""Brilliant sunlight flashes in a 60-foot radius centered on a point
|
||||
you choose within range. Each creature in that light must make a
|
||||
Constitution saving throw. On a failed save, a creature takes 12d6
|
||||
radiant damage and is blinded for 1 minute. On a successful save,
|
||||
it takes half as much damage and isn’t blinded by this
|
||||
spell. Undead and oozes have disadvantage on this saving throw.
|
||||
|
||||
A creature blinded by this spell makes another Constitution saving
|
||||
throw at the end of each of its turns. On a successful save, it is
|
||||
no longer blinded.
|
||||
|
||||
This spell dispels any darkness in its area that was created by a
|
||||
spell.
|
||||
|
||||
"""
|
||||
name = "Sunburst"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "fire and a piece of sunstone"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
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
|
||||
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.
|
||||
|
||||
================= ====== ============ ========== =========
|
||||
Familiarity Mishap Similar Area Off Target On Target
|
||||
================= ====== ============ ========== =========
|
||||
Permanent circle -- -- -- 01-100
|
||||
Associated object -- -- -- 01-100
|
||||
Very familiar 01–05 06–13 14–24 25–100
|
||||
Seen casually 01–33 34–43 44–53 54–100
|
||||
Viewed once 01–43 44–53 54–73 74–100
|
||||
Description 01–43 44–53 54–73 74–100
|
||||
False destination 01–50 51–100 -- --
|
||||
================= ====== ============ ========== =========
|
||||
|
||||
**Familiarity** “Permanent circle” means a permanent teleportation
|
||||
circle whose sigil sequence you know. “Associated object” means
|
||||
that you possess an object taken from the desired destination
|
||||
within the last six months, such as a book from a wizard’s
|
||||
library, bed linen from a royal suite, or a chunk of marble from a
|
||||
lich’s secret tomb.
|
||||
|
||||
“Very familiar” is a place you have been very often, a place you
|
||||
have carefully studied, or a place you can see when you cast the
|
||||
spell. “Seen casually” is someplace you have seen more than once
|
||||
but with which you aren’t very familiar. “Viewed once” is a place
|
||||
you have seen once, possibly using magic. “Description” is a place
|
||||
whose location and appearance you know through someone else’s
|
||||
description, perhaps from a map.
|
||||
|
||||
“False destination” is a place that doesn’t exist. Perhaps you
|
||||
tried to scry an enemy’s sanctum but instead viewed an illusion,
|
||||
or you are attempting to teleport to a familiar location that no
|
||||
longer exists.
|
||||
|
||||
**On Target.** You and
|
||||
your group (or the target object) appear where you want to.
|
||||
|
||||
**Off Target.** You and your group (or the target object) appear a
|
||||
random distance away from the destination in a random
|
||||
direction. Distance off target is 1d10 × 1d10 percent of the
|
||||
distance that was to be traveled. For example, if you tried to
|
||||
travel 120 miles, landed off target, and rolled a 5 and 3 on the
|
||||
two d10s, then you would be off target by 15 percent, or 18
|
||||
miles. The DM determines the direction off target randomly by
|
||||
rolling a d8 and designating 1 as north, 2 as northeast, 3 as
|
||||
east, and so on around the points of the compass. If you were
|
||||
teleporting to a coastal city and wound up 18 miles out at sea,
|
||||
you could be in trouble.
|
||||
|
||||
**Similar Area.** You and your group (or the target object) wind
|
||||
up in a different area that’s visually or thematically similar to
|
||||
the target area. If you are heading for your home laboratory, for
|
||||
example, you might wind up in another wizard’s laboratory or in an
|
||||
alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the
|
||||
closest similar place, but since the spell has no range limit, you
|
||||
could conceivably wind up anywhere on the plane.
|
||||
|
||||
**Mishap.** The spell’s unpredictable magic results in a difficult
|
||||
journey. Each teleporting creature (or the target object) takes
|
||||
3d10 force damage, and the DM rerolls on the table to see where
|
||||
you wind up (multiple mishaps can occur, dealing damage each
|
||||
time).
|
||||
|
||||
"""
|
||||
name = "Teleport"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Thaumaturgy(Spell):
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within
|
||||
range. You create one of the following magical effects within
|
||||
range:
|
||||
|
||||
- Your voice booms up to three times as loud as normal for 1 minute.
|
||||
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
|
||||
- You cause harmless tremors in the ground for 1 minute.
|
||||
- You create an instantaneous sound that originates from a point
|
||||
of your choice within range, such as a rumble of thunder, the
|
||||
cry of a raven, or omi- nous whispers.
|
||||
- You instantaneously cause an unlocked door or win- dow to fly
|
||||
open or slam shut.
|
||||
- You alter the appearance of your eyes for 1 minute.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of
|
||||
its 1-minute effects active at a time, and you can dismiss such an
|
||||
effect as an action.
|
||||
|
||||
"""
|
||||
name = "Thaumaturgy"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Up to 1 minute"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Thunderwave(Spell):
|
||||
"""A wave of thunderous force sweeps out from you. Each creature in a
|
||||
15-foot cube originating from you must make a Constitution saving
|
||||
throw. On a failed save, a creature takes 2d8 thunder damage and
|
||||
is pushed 10 feet away from you. On a successful save, the
|
||||
creature takes half as much damage and isn’t pushed. In addition,
|
||||
unsecured objects that are completely within the area of effect
|
||||
are automatically pushed 10 feet away from you by the spell’s
|
||||
effect, and the spell emits a thunderous boom audible out to 300
|
||||
feet. At Higher Levels. When you cast this spell using a spell
|
||||
slot of 2nd level or higher, the damage increases by 1d8 for each
|
||||
slot level above 1st.
|
||||
|
||||
"""
|
||||
name = "Thunderwave"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S')
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class TimeStop(Spell):
|
||||
"""You briefly stop the flow of time for everyone but yourself. No
|
||||
time passes for other creatures, while you take 1d4 + 1 turns in a
|
||||
row, during which you can use actions and move as normal.
|
||||
|
||||
This spell ends if one of the actions you use during this period,
|
||||
or any effects that you create during this period, affects a
|
||||
creature other than you or an object being worn or carried by
|
||||
someone other than you. In addition, the spell ends if you move to
|
||||
a place more than 1,000 feet from the location where you cast it.
|
||||
|
||||
"""
|
||||
name = "Time Stop"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
components = ('V',)
|
||||
materials = ""
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Transmutation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class TrueResurrection(Spell):
|
||||
"""You touch a creature that has been dead for no longer than 200
|
||||
years and that died for any reason except old age. If the
|
||||
creature’s soul is free and willing, the creature is restored to
|
||||
life with all its hit points. This spell closes all wounds,
|
||||
neutralizes any poison, cures all diseases, and lifts any curses
|
||||
affecting the creature when it died. The spell replaces damaged or
|
||||
missing organs and limbs. The spell can even provide a new body if
|
||||
the original no longer exists, in which case you must speak the
|
||||
creature’s name. The creature then appears in an unoccupied space
|
||||
you choose within 10 feet of you.
|
||||
|
||||
"""
|
||||
name = "True Resurrection"
|
||||
level = 9
|
||||
casting_time = "1 hour"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"
|
||||
duration = "Instantaneous"
|
||||
magic_school = "Necromancy"
|
||||
classes = ()
|
||||
|
||||
|
||||
class TrueSeeing(Spell):
|
||||
"""This spell gives the willing creature you touch the ability to see
|
||||
things as they actually are. For the duration, the creature has
|
||||
truesight, notices secret doors hidden by magic, and can see into
|
||||
the Ethereal Plane, all out to a range of 120 feet.
|
||||
|
||||
"""
|
||||
name = "True Seeing"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"
|
||||
duration = "1 hour"
|
||||
magic_school = "Divination"
|
||||
classes = ()
|
||||
|
||||
|
||||
class UnseenServant(Spell):
|
||||
"""This spell creates an invisible, mindless, shapeless force that performs
|
||||
simple tasks at your command until the spell ends. The servant springs into
|
||||
existence in an unoccupied space on the ground within range. It has AC 10,
|
||||
1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit
|
||||
points, the spell ends. Once on each of your turns as a bonus action, you
|
||||
can mentally command the servant to move up to 15 feet and inteact with an
|
||||
object. The servant can perform simple tasks that a human servant could do,
|
||||
such as fetching things, cleaning, mending, folding clothes, lighting
|
||||
fires, serving food, and pouring wine. Once you give the command, the
|
||||
servant performs the task to the best of its ability until it completes the
|
||||
task, then waits for your next command. If you command the servant to
|
||||
perform a task that would move it more than 60 feet away from you, the
|
||||
spell ends.
|
||||
|
||||
"""
|
||||
name = "Unseen Servant"
|
||||
level = 1
|
||||
casting_time = '1 action'
|
||||
components = ('V', 'S', 'M')
|
||||
materials = 'a piece of string and a bit of wood'
|
||||
duration = '1 hour'
|
||||
casting_rage = '60 feet'
|
||||
magic_school = 'Conjuration'
|
||||
ritual = True
|
||||
classes = ('Bard', 'Warlock', 'Wizard')
|
||||
|
||||
@@ -0,0 +1,856 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class TashasHideousLaughter(Spell):
|
||||
"""A creature of your choice that you can see within range perceives everything as
|
||||
hilariously funny and falls into fits of laughter if this spell affects it. The
|
||||
target must succeed on a Wisdom saving throw or fall prone, becoming
|
||||
incapacitated and unable to stand up for the duration. A creature with an
|
||||
Intelligence score of 4 or less isn’t affected.
|
||||
|
||||
At the end of each of its
|
||||
turns, and each time it takes damage, the target can make another Wisdom saving
|
||||
throw. The target has advantage on the saving throw ifit’s triggered by damage.
|
||||
On a success, the spell ends.
|
||||
"""
|
||||
name = "Tashas Hideous Laughter"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Tiny tarts and a feather that is waved in the air"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Wizard')
|
||||
|
||||
|
||||
class Telekinesis(Spell):
|
||||
"""You gain the ability to move or manipulate creatures or objects by thought.
|
||||
When
|
||||
you cast the spell, and as your action each round for the duration, you can
|
||||
exert your will on one creature or object that you can see within range, causing
|
||||
the appropriate effect below. You can affect the same target round after round,
|
||||
or choose a new one at any time. If you switch targets, the prior target is no
|
||||
longer affected by the spell.
|
||||
|
||||
Creature
|
||||
You can try to move a Huge or smaller
|
||||
creature. Make an ability check with your spellcasting ability contested by the
|
||||
creature’s Strength check. If you win the contest, you move the creature up to
|
||||
30 feet in any direction, including upward but not beyond the range of this
|
||||
spell. Until the end of your next turn, the creature is restrained in your
|
||||
telekinetic grip. A creature lifted upward is suspended in mid-air.
|
||||
On
|
||||
subsequent rounds, you can use your action to attempt to maintain your
|
||||
telekinetic grip on the creature by repeating the contest.
|
||||
|
||||
Object
|
||||
You can try
|
||||
to move an object that weighs up to 1,000 pounds. If the object isn’t being worn
|
||||
or carried, you automatically move it up to 30 feet in any direction, but not
|
||||
beyond the range of this spell.
|
||||
If the object is worn or carried by a creature,
|
||||
you must make an ability check with your spellcasting ability contested by that
|
||||
creature’s Strength check. If you succeed, you pull the object away from that
|
||||
creature and can move it up to 30 feet in any direction but not beyond the range
|
||||
of this spell.
|
||||
You can exert fine control on objects with your telekinetic
|
||||
grip, such as manipulating a simple tool, opening a door or a container, stowing
|
||||
or retrieving an item from an open container, or pouring the contents from a
|
||||
vial.
|
||||
"""
|
||||
name = "Telekinesis"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Telepathy(Spell):
|
||||
"""You create a telepathic link between yourself and a willing creature with which
|
||||
you are familiar.
|
||||
The creature can be anywhere on the same plane of existence as
|
||||
you. The spell ends if you or the target are no longer on the same plane.
|
||||
|
||||
|
||||
Until the spell ends, you and the target can instantaneously share words,
|
||||
images, sounds, and other sensory messages with one another through the link,
|
||||
and the target recognizes you as the creature it is communicating with. The
|
||||
spell enables a creature with an Intelligence score of at least 1 to understand
|
||||
the meaning of your words and take in the scope of any sensory messages you send
|
||||
to it.
|
||||
"""
|
||||
name = "Telepathy"
|
||||
level = 8
|
||||
casting_time = "1 action"
|
||||
casting_range = "Unlimited"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pair of linked silver rings"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
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
|
||||
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.
|
||||
|
||||
Familiarity
|
||||
Mishap Similar Area Off Target On Target
|
||||
Permanent circle — —
|
||||
— 01-100
|
||||
Associated object — — — 01-100
|
||||
Very
|
||||
familiar 01-05 06-13 14-24 25-100
|
||||
Seen casually 01-33
|
||||
34-43 44-53 54-100
|
||||
Viewed once 01-43 44-53 54-73 74-100
|
||||
|
||||
Description 01-43 44-53 54-73 74-100
|
||||
False destination 01-50
|
||||
51-100 — —
|
||||
|
||||
Familiarity.
|
||||
"Permanent circle" means a permanent
|
||||
teleportation circle whose sigil sequence you know. "Associated object" means
|
||||
that you possess an object taken from the desired destination within the last
|
||||
six months, such as a book from a wizard's library, bed linen from a royal
|
||||
suite, or a chunk of marble from a lich's secret tomb.
|
||||
"Very familiar" is a
|
||||
place you have been very often, a place you have carefully studied, or a place
|
||||
you can see when you cast the spell. "Seen casually" is someplace you have seen
|
||||
more than once but with which you aren't very familiar. "Viewed once" is a place
|
||||
you have seen once, possibly using magic. "Description" is a place whose
|
||||
location and appearance you know through someone else's description, perhaps
|
||||
from a map.
|
||||
"False destination" is a place that doesn't exist. Perhaps you tried
|
||||
to scry an enemy's sanctum but instead viewed an illusion, or you are
|
||||
attempting to teleport to a familiar location that no longer exists.
|
||||
|
||||
On Target
|
||||
|
||||
You and your group (or the target object) appear where you want to.
|
||||
|
||||
Off Target
|
||||
|
||||
You and your group (or the target object) appear a random distance away from the
|
||||
destination in a random direction. Distance off target is 1d10 x 1d10 percent
|
||||
of the distance that was to be traveled. For example, if you tried to travel 120
|
||||
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
|
||||
be off target by 15 percent, or 18 miles. The DM determines the direction off
|
||||
target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as
|
||||
east, and so on around the points of the compass. If you were teleporting to a
|
||||
coastal city and wound up 18 miles out at sea, you could be in trouble.
|
||||
|
||||
Similar
|
||||
Area
|
||||
You and your group (or the target object) wind up in a different area
|
||||
that's visually or thematically similar to the target area. If you are heading
|
||||
for your home laboratory, for example, you might wind up in another wizard's
|
||||
laboratory or in an alchemical supply shop that has many of the same tools and
|
||||
implements as your laboratory. Generally, you appear in the closest similar
|
||||
place, but since the spell has no range limit, you could conceivably wind up
|
||||
anywhere on the plane.
|
||||
|
||||
Mishap
|
||||
The spell's unpredictable magic results in a
|
||||
difficult journey. Each teleporting creature (or the target object) takes 3d10
|
||||
force damage, and the DM rerolls on the table to see where you wind up (multiple
|
||||
mishaps can occur, dealing damage each time).
|
||||
"""
|
||||
name = "Teleport"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class TeleportationCircle(Spell):
|
||||
"""As you cast the spell, you draw a 10-foot-diameter circle on the ground
|
||||
inscribed with sigils that link your location to a permanent teleportation
|
||||
circle of your choice whose sigil sequence you know and that is on the same
|
||||
plane of existence as you.
|
||||
A shimmering portal opens within the circle you drew
|
||||
and remains open until the end of your next turn. Any creature that enters the
|
||||
portal instantly appears within 5 feet of the destination circle or in the
|
||||
nearest unoccupied space if that space is occupied.
|
||||
|
||||
Many major temples, guilds,
|
||||
and other important places have permanent teleportation circles inscribed
|
||||
somewhere within their confines. Each such circle includes a unique sigil
|
||||
sequence – a string of magical runes arranged in a particular pattern. When you
|
||||
first gain the ability to cast this spell, you learn the sigil sequences for two
|
||||
destinations on the Material Plane, determined by the DM. You can learn
|
||||
additional sigil sequences during your adventures. You can commit a new sigil
|
||||
sequence to memory after studying it for 1 minute.
|
||||
|
||||
You can create a permanent
|
||||
teleportation circle by casting this spell in the same location every day for
|
||||
one year. You need not use the circle to teleport when you cast the spell in
|
||||
this way.
|
||||
"""
|
||||
name = "Teleportation Circle"
|
||||
level = 5
|
||||
casting_time = "1 minute"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes"""
|
||||
duration = "1 round"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class TempleOfTheGods(Spell):
|
||||
"""You cause a temple to shimmer into existence on ground you can see within range.
|
||||
The temple must fit within an unoccupied cube of space, up to 120 feet on each
|
||||
side. The temple remains until the spell ends. It is dedicated to whatever god,
|
||||
pantheon, or philosophy is represented by the holy symbol used in the casting.
|
||||
|
||||
You make all decisions about the temple’s appearance. The interior is enclosed
|
||||
by a floor, walls, and a roof, with one door granting access to the interior and
|
||||
as many windows as you wish. Only you and any creatures you designate when you
|
||||
cast the spell can open or close the door.
|
||||
The temple’s interior is an open
|
||||
space with an idol or altar at one end. You decide whether the temple is
|
||||
illuminated and whether that illumination is bright light or dim light. The
|
||||
smell of burning incense fills the air within, and the temperature is mild.
|
||||
The
|
||||
temple opposes types of creatures you choose when you cast this spell. Choose
|
||||
one or more of the following: celestials, elementals, fey, fiends, or undead. If
|
||||
a creature of the chosen type attempts to enter the temple, that creature must
|
||||
make a Charisma saving throw. On a failed save, it can’t enter the temple for 24
|
||||
hours. Even if the creature can enter the temple, the magic there hinders it;
|
||||
whenever it makes an attack roll, an ability check, or a saving throw inside the
|
||||
temple, it must roll a d4 and subtract the number rolled from the d20 roll.
|
||||
In
|
||||
addition, the sensors created by divination spells can’t appear inside the
|
||||
temple, and creatures within can’t be targeted by divination spells.
|
||||
Finally,
|
||||
whenever any creature in the temple regains hit points from a spell of 1st level
|
||||
or higher, the creature regains additional hit points equal to your Wisdom
|
||||
modifier (minimum 1 hit point).
|
||||
The temple is made from opaque magical force
|
||||
that extends into the Ethereal Plane, thus blocking ethereal travel into the
|
||||
temple’s interior. Nothing can physically pass through the temple’s exterior. It
|
||||
can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
|
||||
disintegrate spell destroys the temple instantly.
|
||||
Casting this spell on the same
|
||||
spot every day for a year makes this effect permanent.
|
||||
"""
|
||||
name = "Temple Of The Gods"
|
||||
level = 7
|
||||
casting_time = "1 hour"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A holy symbol worth at least 5 gp"""
|
||||
duration = "24 hours"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class TensersFloatingDisk(Spell):
|
||||
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and
|
||||
1 inch thick, that floats 3 feet above the ground in an unoccupied space of
|
||||
your choice that you can see within range.
|
||||
The disk remains for the duration,
|
||||
and can hold up to 500 pounds. If more weight is placed on it, the spell ends,
|
||||
and everything on the disk falls to the ground.
|
||||
|
||||
The disk is immobile while you
|
||||
are within 20 feet of it. If you move more than 20 feet away from it, the disk
|
||||
follows you so that it remains within 20 feet of you. It can more across uneven
|
||||
terrain, up or down stairs, slopes and the like, but it can’t cross an elevation
|
||||
change of 10 feet or more. For example, the disk can’t move across a 10-foot-
|
||||
deep pit, nor could it leave such a pit if it was created at the bottom.
|
||||
|
||||
If you
|
||||
move more than 100 feet from the disk (typically because it can’t move around
|
||||
an obstacle to follow you), the spell ends.
|
||||
"""
|
||||
name = "Tensers Floating Disk"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of mercury"""
|
||||
duration = "1 hour"
|
||||
ritual = True
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class TensersTransformation(Spell):
|
||||
"""You endow yourself with endurance and martial prowess fueled by magic. Until the
|
||||
spell ends, you can’t cast spells, and you gain the following benefits:
|
||||
- You
|
||||
gain 50 temporary hit points. If any of these remain when the spell ends, they
|
||||
are lost.
|
||||
- You have advantage on attack rolls that you make with simple and
|
||||
martial weapons.
|
||||
- When you hit a target with a weapon attack, that target takes
|
||||
an extra 2d12 force
|
||||
damage.
|
||||
- You have proficiency with all armor, shields,
|
||||
simple weapons, and martial weapons.
|
||||
- You have proficiency in Strength and
|
||||
Constitution saving throws.
|
||||
- You can attack twice, instead of once, when you
|
||||
take the Attack action on your turn. You ignore this benefit if you already have
|
||||
a feature, like Extra Attack, that gives you extra attacks.
|
||||
|
||||
Immediately after
|
||||
the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
|
||||
one level of exhaustion.
|
||||
"""
|
||||
name = "Tensers Transformation"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A few hairs from a bull"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class Thaumaturgy(Spell):
|
||||
"""You manifest a minor wonder, a sign of supernatural power, within range. You
|
||||
create one of the following magical effects within range:
|
||||
|
||||
* Your voice booms up
|
||||
to three times as loud as normal for 1 minute.
|
||||
* You cause flames to flicker,
|
||||
brighten, dim, or change color for 1 minute.
|
||||
* You cause harmless tremors in the
|
||||
ground for 1 minute.
|
||||
* You create an instantaneous sound that originates from a
|
||||
point of your choice within range, such as a rumble of thunder, the cry of a
|
||||
raven, or ominous whispers.
|
||||
* You instantaneously cause an unlocked door or
|
||||
window to fly open or slam shut.
|
||||
* You alter the appearance of your eyes for 1
|
||||
minute.
|
||||
|
||||
If you cast this spell multiple times, you can have up to three of its
|
||||
1-minute effects active at a time, and you can dismiss such an effect as an
|
||||
action.
|
||||
"""
|
||||
name = "Thaumaturgy"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class ThornWhip(Spell):
|
||||
"""You create a long, vine-like whip covered in thorns that lashes out at your
|
||||
command toward a creature in range. Make a melee spell attack against the
|
||||
target. If the attack hits, the creature takes 1d6 piercing damage, and if the
|
||||
creature is Large or smaller, you pull the creature up to 10 feet closer to you.
|
||||
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th
|
||||
level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Thorn Whip"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """The stem of a plant with thorns"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class ThunderStep(Spell):
|
||||
"""You teleport yourself to an unoccupied space you can see within range.
|
||||
Immediately after you disappear, a thunderous boom sounds, and each creature
|
||||
within 10 feet of the space you left must make a Constitution saving throw,
|
||||
taking 3d10 thunder damage on a failed save, or half as much damage on a
|
||||
successful one. The thunder can be heard from up to 300 feet away.
|
||||
You can bring
|
||||
along objects as long as their weight doesn’t exceed what you can carry. You
|
||||
can also teleport one willing creature of your size or smaller who is carrying
|
||||
gear up to its carrying capacity. The creature must be within 5 feet of you when
|
||||
you cast this spell, and there must be an unoccupied space within 5 feet of
|
||||
your destination space for the creature to appear in; otherwise, the creature is
|
||||
left behind.
|
||||
|
||||
At Higher Levels: When you cast this spell using a spell slot of
|
||||
4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Thunder Step"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Thunderclap(Spell):
|
||||
"""You create a burst of thunderous sound, which can be heard 100 feet away.
|
||||
Each
|
||||
creature other than you within 5 feet of you must make a Constitution saving
|
||||
throw. On a failed save, the creature takes 1d6 thunder damage.
|
||||
The spell’s
|
||||
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
|
||||
17th level (4d6).
|
||||
"""
|
||||
name = "Thunderclap"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "5 feet"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Sorcerer', 'Druid', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class ThunderousSmite(Spell):
|
||||
"""The first time you hit with a melee weapon attack during this spell’s duration,
|
||||
your weapon rings with thunder that is audible within 300 feet of you, and the
|
||||
attack deals an extra 2d6 thunder damage to the target. Additionally, if the
|
||||
target is a creature, it must succeed on a Strength saving throw or be pushed 10
|
||||
feet away from you and knocked prone.
|
||||
"""
|
||||
name = "Thunderous Smite"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class Thunderwave(Spell):
|
||||
"""A wave of thunderous force sweeps out from you.
|
||||
Each creature in a 15-foot cube
|
||||
originating from you must make a Constitution saving throw. On a failed save, a
|
||||
creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a
|
||||
successful save, the creature takes half as much damage and isn’t pushed.
|
||||
|
||||
In
|
||||
addition, unsecured objects that are completely within the area of effect are
|
||||
automatically pushed 10 feet away from you by the spell’s effect, and the spell
|
||||
emits a thunderous boom audible out to 300 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the damage increases
|
||||
by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Thunderwave"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (15-foot cube)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class TidalWave(Spell):
|
||||
"""You conjure up a wave of water that crashes down on an area within range. The
|
||||
area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 4d8 bludgeoning damage and is knocked prone. On a successful
|
||||
save, a creature takes half as much damage and isn’t knocked prone. The water
|
||||
then spreads out across the ground in all directions, extinguishing unprotected
|
||||
flames in its area and within 30 feet of it, and then it vanishes.
|
||||
"""
|
||||
name = "Tidal Wave"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of water"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Wizard', 'Sorcerer')
|
||||
|
||||
|
||||
class TimeStop(Spell):
|
||||
"""You briefly stop the flow of time for everyone but yourself. No time passes for
|
||||
other creatures, while you take 1d4 + 1 turns in a row, during which you can use
|
||||
actions and move as normal.
|
||||
|
||||
This spell ends if one of the actions you use
|
||||
during this period, or any effects that you create during this period, affects a
|
||||
creature other than you or an object being worn or carried by someone other
|
||||
than you. In addition, the spell ends if you move to a place more than 1,000
|
||||
feet from the location where you cast it.
|
||||
"""
|
||||
name = "Time Stop"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class TinyServant(Spell):
|
||||
"""You touch one Tiny, nonmagical object that isn’t attached to another object or a
|
||||
surface and isn’t being carried by another creature. The target animates and
|
||||
sprouts little arms and legs, becoming a creature under your control until the
|
||||
spell ends or the creature drops to 0 hit points. See the stat block for its
|
||||
statistics.
|
||||
As a bonus action, you can mentally command the creature if it is
|
||||
within 120 feet of you. (If you control multiple creatures with this spell, you
|
||||
can command any or all of them at the same time, issuing the same command to
|
||||
each one.) You decide what action the creature will take and where it will move
|
||||
during its next turn, or you can issue a simple, general command, such as to
|
||||
fetch a key, stand watch, or stack some books. If you issue no commands, the
|
||||
servant does nothing other than defend itself against hostile creatures. Once
|
||||
given an order, the servant continues to follow that order until its task is
|
||||
complete.
|
||||
When the creature drops to 0 hit points, it reverts to its original
|
||||
form, and any remaining damage carries over to that form.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you can
|
||||
animate two additional objects for each slot level above 3rd.
|
||||
"""
|
||||
name = "Tiny Servant"
|
||||
level = 3
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class TollTheDead(Spell):
|
||||
"""You point at one creature you can see within range, and the sound of a dolorous
|
||||
bell fills the air around it for a moment. The target must succeed on a Wisdom
|
||||
saving throw or take 1d8 necrotic damage. If the target is missing any of its
|
||||
hit points, it instead takes 1d12 necrotic damage.
|
||||
The spell’s damage increases
|
||||
by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
|
||||
17th level (4d8 or 4d12).
|
||||
"""
|
||||
name = "Toll The Dead"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard', 'Cleric')
|
||||
|
||||
|
||||
class Tongues(Spell):
|
||||
"""This spell grants the creature you touch the ability to understand any spoken
|
||||
language it hears. Moreover, when the target speaks, any creature that knows at
|
||||
least one language and can hear the target understands what it says.
|
||||
"""
|
||||
name = "Tongues"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'M')
|
||||
materials = """A small clay model of a ziggurat"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class TransmuteRock(Spell):
|
||||
"""You choose an area of stone or mud that you can see that fits within a 40-foot
|
||||
cube and is within range, and choose one of the following effects.
|
||||
Transmute
|
||||
Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
|
||||
thick, flowing mud that remains for the spell’s duration.
|
||||
The ground in the
|
||||
spell’s area becomes muddy enough that creatures can sink into it. Each foot
|
||||
that a creature moves through the mud costs 4 feet of movement, and any creature
|
||||
on the ground when you cast the spell must make a Strength saving throw. A
|
||||
creature must also make the saving throw when it moves into the area for the
|
||||
first time on a turn or ends its turn there. On a failed save, a creature sinks
|
||||
into the mud and is restrained, though it can use an action to end the
|
||||
restrained condition on itself by pulling itself free of the mud.
|
||||
If you cast
|
||||
the spell on a ceiling, the mud falls. Any creature under the mud when it falls
|
||||
must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a
|
||||
failed save, or half as much damage on a successful one.
|
||||
Transmute Mud to Rock.
|
||||
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
|
||||
into soft stone for the spell’s duration. Any creature in the mud when it
|
||||
transforms must make a Dexterity saving throw. On a successful save, a creature
|
||||
is shunted safely to the surface in an unoccupied space. On a failed save, a
|
||||
creature becomes restrained by the rock. A restrained creature, or another
|
||||
creature within reach, can use an action to try to break the rock by succeeding
|
||||
on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25
|
||||
hit points, and it is immune to poison and psychic damage.
|
||||
"""
|
||||
name = "Transmute Rock"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Clay and water"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Wizard')
|
||||
|
||||
|
||||
class TransportViaPlants(Spell):
|
||||
"""This spell creates a magical link between a Large or larger inanimate plant
|
||||
within range and another plant, at any distance, on the same plane of existence.
|
||||
You must have seen or touched the destination plant at least once before. For
|
||||
the duration, any creature can step into the target plant and exit from the
|
||||
destination plant by using 5 feet of movement.
|
||||
"""
|
||||
name = "Transport Via Plants"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 round"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class TreeStride(Spell):
|
||||
"""You gain the ability to enter a tree and move from inside it to inside another
|
||||
tree of the same kind within 500 feet.
|
||||
Both trees must be living and at least
|
||||
the same size as you. You must use 5 feet of movement to enter a tree. You
|
||||
instantly know the location of all other trees of the same kind within 500 feet
|
||||
and, as part of the move used to enter the tree, can either pass into one of
|
||||
those trees or step out of the tree you’re in. You appear in a spot of your
|
||||
choice within 5 feet of the destination tree, using another 5 feet of movement.
|
||||
If you have no movement left, you appear within 5 feet of the tree you entered.
|
||||
|
||||
|
||||
You can use this transportation ability once per round for the duration. You
|
||||
must end each turn outside a tree.
|
||||
"""
|
||||
name = "Tree Stride"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class TruePolymorph(Spell):
|
||||
"""Choose one creature or nonmagical object that you can see within range. You
|
||||
transform the creature into a different creature, the creature into an object,
|
||||
or the object into a creature (the object must be neither worn nor carried by
|
||||
another creature). The transformation lasts for the duration, or until the
|
||||
target drops to 0 hit points or dies. If you concentrate on this spell for the
|
||||
full duration, the transformation becomes permanent.
|
||||
|
||||
Shapechangers aren’t
|
||||
affected by this spell. An unwilling creature can make a Wisdom saving throw,
|
||||
and if it succeeds, it isn’t affected by this spell.
|
||||
|
||||
Creature into Creature
|
||||
If
|
||||
you turn a creature into another kind of creature, the new form can be any kind
|
||||
you choose whose challenge rating is equal to or less than the target’s (or its
|
||||
level, if the target doesn’t have a challenge rating). The target’s game
|
||||
statistics, including mental ability scores, are replaced by the statistics of
|
||||
the new form. It retains its alignment and personality.
|
||||
The target assumes the
|
||||
hit points of its new form, and when it reverts to its normal form, the creature
|
||||
returns to the number of hit points it had before it transformed. If it reverts
|
||||
as a result of dropping to 0 hit points, any excess damage carries over to its
|
||||
normal form. As long as the excess damage doesn’t reduce the creature’s normal
|
||||
form to 0 hit points, it isn’t knocked unconscious.
|
||||
The creature is limited in
|
||||
the actions it can perform by the nature of its new form, and it can’t speak,
|
||||
cast spells, or take any other action that requires hands or speech unless its
|
||||
new form is capable of such actions.
|
||||
The target’s gear melds into the new form.
|
||||
The creature can’t activate, use, wield, or otherwise benefit from any of its
|
||||
equipment.
|
||||
|
||||
Object into Creature
|
||||
You can turn an object into any kind of
|
||||
creature, as long as the creature’s size is no larger than the object’s size and
|
||||
the creature’s challenge rating is 9 or lower. The creature is friendly to you
|
||||
and your companions. It acts on each of your turns. You decide what action it
|
||||
takes and how it moves. The DM has the creature’s statistics and resolves all of
|
||||
its actions and movement.
|
||||
If the spell becomes permanent, you no longer control
|
||||
the creature. It might remain friendly to you, depending on how you have
|
||||
treated it.
|
||||
|
||||
Creature into Object
|
||||
If you turn a creature into an object, it
|
||||
transforms along with whatever it is wearing and carrying into that form. The
|
||||
creature’s statistics become those of the object, and the creature has no memory
|
||||
of time spent in this form, after the spell ends and it returns to its normal
|
||||
form.
|
||||
|
||||
This spell can’t affect a target that has 0 hit points.
|
||||
"""
|
||||
name = "True Polymorph"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of mercury, a dollop of gum arabic, and a wisp of smoke"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class TrueResurrection(Spell):
|
||||
"""You touch a creature that has been dead for no longer than 200 years and that
|
||||
died for any reason except old age. If the creature’s soul is free and willing,
|
||||
the creature is restored to life with all its hit points.
|
||||
|
||||
This spell closes all
|
||||
wounds, neutralizes any poison, cures all diseases, and lifts any curses
|
||||
affecting the creature when it died. The spell replaces damaged or missing
|
||||
organs or limbs.
|
||||
|
||||
The spell can even provide a new body if the original no
|
||||
longer exists, in which case you must speak the creature’s name. The creature
|
||||
then appears in an unoccupied space you choose within 10 feet of you.
|
||||
"""
|
||||
name = "True Resurrection"
|
||||
level = 9
|
||||
casting_time = "1 hour"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Druid')
|
||||
|
||||
|
||||
class TrueSeeing(Spell):
|
||||
"""This spell gives the willing creature you touch the ability to see things as
|
||||
they actually are. For the duration, the creature has truesight, notices secret
|
||||
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
|
||||
of 120 feet.
|
||||
"""
|
||||
name = "True Seeing"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class TrueStrike(Spell):
|
||||
"""You extend your hand and point a finger at a target in range. Your magic grants
|
||||
you a brief insight into the target’s defenses. On your next turn, you gain
|
||||
advantage on your first attack roll against the target, provided that this spell
|
||||
hasn’t ended.
|
||||
"""
|
||||
name = "True Strike"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 round"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Tsunami(Spell):
|
||||
"""A wall of water springs into existence at a point you choose within range. You
|
||||
can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The
|
||||
wall lasts for the duration.
|
||||
|
||||
When the wall appears, each creature within its
|
||||
area must make a Strength saving throw. On a failed save, a creature takes 6d10
|
||||
bludgeoning damage, or half as much damage on a successful save.
|
||||
|
||||
At the start
|
||||
of each of your turns after the wall appears, the wall, along with any creatures
|
||||
in it, moves 50 feet away from you. Any Huge or smaller creature inside the
|
||||
wall or whose space the wall enters when it moves must succeed on a Strength
|
||||
saving throw or take 5d10 bludgeoning damage. A creature can take this damage
|
||||
only once per round. At the end of the turn, the wall’s height is reduced by 50
|
||||
feet, and the damage creatures take from the spell on subsequent rounds is
|
||||
reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
|
||||
|
||||
A
|
||||
creature caught in the wall can move by swimming. Because of the force of the
|
||||
wave, though, the creature must make a successful Strength (Athletics) check
|
||||
against your spell save DC in order to move at all. If it fails the check, it
|
||||
can’t move. A creature that moves out of the area falls to the ground.
|
||||
"""
|
||||
name = "Tsunami"
|
||||
level = 8
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Sight"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 6 rounds"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class UnseenServant(Spell):
|
||||
"""This spell creates an invisible, mindless, shapeless force that performs simple
|
||||
tasks at your command until the spell ends. The servant springs into existence
|
||||
in an unoccupied space on the ground within range. It has AC 10, 1 hit point,
|
||||
and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell
|
||||
ends.
|
||||
|
||||
Once on each of your turns as a bonus action, you can mentally command
|
||||
the servant to move up to 15 feet and inteact with an object. The servant can
|
||||
perform simple tasks that a human servant could do, such as fetching things,
|
||||
cleaning, mending, folding clothes, lighting fires, serving food, and pouring
|
||||
wine. Once you give the command, the servant performs the task to the best of
|
||||
its ability until it completes the task, then waits for your next command.
|
||||
|
||||
If
|
||||
you command the servant to perform a task that would move it more than 60 feet
|
||||
away from you, the spell ends.
|
||||
"""
|
||||
name = "Unseen Servant"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A piece of string and a bit of wood"""
|
||||
duration = "1 hour"
|
||||
ritual = True
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Bard', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class VampiricTouch(Spell):
|
||||
"""The touch of your shadow-wreathed hand can siphon force from others to heal your
|
||||
wounds. Make a melee spell attack against a creature within your reach. On a
|
||||
hit, the target takes 3d6 necrotic damage, and you regain hit points equal to
|
||||
half the amount of necrotic damage dealt. Until the spell ends, you can make the
|
||||
attack again on each of your turns as an action.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 4th level or higher, the damage increases
|
||||
by 1d6 for each slot level above 3rd.
|
||||
"""
|
||||
name = "Vampiric Touch"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard')
|
||||
|
||||
|
||||
class ViciousMockery(Spell):
|
||||
"""You unleash a string of insults laced with subtle enchantments at a creature you
|
||||
can see within range.
|
||||
If the target can hear you (thought it need not
|
||||
understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic
|
||||
damage and have disadvantage on the next attack roll it makes before the end of
|
||||
its next turn.
|
||||
|
||||
At Higher Levels: This spell’s damage increases by 1d4 when you
|
||||
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
|
||||
"""
|
||||
name = "Vicious Mockery"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard',)
|
||||
|
||||
|
||||
class VitriolicSphere(Spell):
|
||||
"""You point at a location within range, and a glowing, 1-foot-diameter ball of
|
||||
emerald acid streaks there and explodes in a 20-foot-radius sphere. Each
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 10d4 acid damage and another 5d4 acid damage at the end of its
|
||||
next turn. On a successful save, a creature takes half the initial damage and no
|
||||
damage at the end of its next turn.
|
||||
|
||||
At Higher Levels: When you cast this spell
|
||||
using a spell slot of 5th level or higher, the initial damage increases by 2d4
|
||||
for each slot level above 4th.
|
||||
"""
|
||||
name = "Vitriolic Sphere"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "150 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of giant slug bile"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
@@ -1,143 +0,0 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class VampiricTouch(Spell):
|
||||
"""The touch of your shadow-wreathed hand can siphon life force from
|
||||
others to heal your wounds. Make a melee spell attack against a
|
||||
creature within your reach. On a hit, the target takes 3d6
|
||||
necrotic damage, and you regain hit points equal to half the
|
||||
amount of necrotic damage dealt. Until the spell ends, you can
|
||||
make the attack again on each of your turns as an action.
|
||||
|
||||
**At Higher Levels.** When you cast this spell using a spell slot
|
||||
of 4th level or higher, the damage increases by 1d6 for each slot
|
||||
level above 3rd.
|
||||
|
||||
"""
|
||||
name = "Vampiric Touch"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S', )
|
||||
materials = ""
|
||||
duration = "Concentration (1 minute)"
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard', )
|
||||
|
||||
|
||||
class WallOfFire(Spell):
|
||||
"""You create a wall of fire on a solid surface within range. You can
|
||||
make the wall up to 60 feet long, 20 feet high, and 1 foot thick,
|
||||
or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
|
||||
foot thick. The wall is opaque and lasts for the duration. When
|
||||
the wall appears, each creature within its area must make a
|
||||
Dexterity saving throw. On a failed save, a creature takes 5d8
|
||||
fire damage, or half as much damage on a successful save. One side
|
||||
of the wall, selected by you when you cast this spell, deals 5d8
|
||||
fire damage to each creature that ends its turn within 10 feet of
|
||||
that side or inside the wall. A creature takes the same damage
|
||||
when it enters the wall for the first time on a turn or ends its
|
||||
turn there. The other side of the wall deals no damage. At Higher
|
||||
Levels. When you cast this spell using a spell slot of 5th level
|
||||
or higher, the damage increases by 1d8 for each slot level above
|
||||
4th.
|
||||
|
||||
"""
|
||||
name = "Wall of Fire"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a small piece of phosphorus"
|
||||
duration = "Concentration, up to 1 minute"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class WallOfStone(Spell):
|
||||
"""A nonmagical wall of solid stone springs into existence at a point
|
||||
you choose within range. The wall is 6 inches thick and is
|
||||
composed of ten 10-foot-by-10-foot panels. Each panel must be
|
||||
contiguous with at least one other panel. Alternatively, you can
|
||||
create 10-foot-by-20-foot panels that are only 3 inches thick. If
|
||||
the wall cuts through a creature’s space when it appears, the
|
||||
creature is pushed to one side of the wall (your choice). If a
|
||||
creature would be surrounded on all sides by the wall (or the wall
|
||||
and another solid surface), that creature can make a Dexterity
|
||||
saving throw. On a success, it can use its reaction to move up to
|
||||
its speed so that it is no longer enclosed by the wall. The wall
|
||||
can have any shape you desire, though it can’t occupy the same
|
||||
space as a creature or object. The wall doesn’t need to be
|
||||
vertical or rest on any firm foundation. It must, however, merge
|
||||
with and be solidly supported by existing stone. Thus, you can use
|
||||
this spell to bridge a chasm or create a ramp. If you create a
|
||||
span greater than 20 feet in length, you must halve the size of
|
||||
each panel to create supports. You can crudely shape the wall to
|
||||
create crenellations, battlements, and so on. The wall is an
|
||||
object made of stone that can be damaged and thus breached. Each
|
||||
panel has AC 15 and 30 hit points per inch of thickness. Reducing
|
||||
a panel to 0 hit points destroys it and might cause connected
|
||||
panels to collapse at the DM’s discretion. If you maintain your
|
||||
concentration on this spell for its whole duration, the wall
|
||||
becomes permanent and can’t be dispelled. Otherwise, the wall
|
||||
disappears when the spell ends.
|
||||
|
||||
"""
|
||||
name = "Wall of Stone"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a small block of granite"
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Evocation"
|
||||
classes = ()
|
||||
|
||||
|
||||
class WardingBond(Spell):
|
||||
"""This spell wards a willing creature you touch and creates a mystic
|
||||
connection between you and the target until the spell ends. While
|
||||
the target is within 60 feet of you, it gains a +1 bonus to AC and
|
||||
saving throws, and it has resistance to all damage. Also, each
|
||||
time it takes damage, you take the same amount of damage. The
|
||||
spell ends if you drop to 0 hit points or if you and the target
|
||||
become separated by more than 60 feet. It also ends if the spell
|
||||
is cast again on either of the connected creatures. You can also
|
||||
dismiss the spell as an action.
|
||||
|
||||
"""
|
||||
name = "Warding Bond"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration"
|
||||
duration = "1 hour"
|
||||
magic_school = "Abjuration"
|
||||
classes = ()
|
||||
|
||||
|
||||
class Web(Spell):
|
||||
"""You conjure a mass of thick, sticky webbing at a point of your
|
||||
choice within range. The webs fill a 20-foot cube from that point
|
||||
for the duration. The webs are difficult terrain and lightly
|
||||
obscure their area. If the webs aren’t anchored between two solid
|
||||
masses (such as walls or trees) or layered across a floor, wall,
|
||||
or ceiling, the conjured web collapses on itself, and the spell
|
||||
ends at the start of your next turn. Webs layered over a flat
|
||||
surface have a depth of 5 feet. Each creature that starts its turn
|
||||
in the webs or that enters them during its turn must make a
|
||||
Dexterity saving throw. On a failed save, the creature is
|
||||
restrained as long as it remains in the webs or until it breaks
|
||||
free. A creature restrained by the webs can use its action to make
|
||||
a Strength check against your spell save DC. If it succeeds, it is
|
||||
no longer restrained. The webs are flammable. Any 5-foot cube of
|
||||
webs exposed to fire burns away in 1 round, dealing 2d4 fire
|
||||
damage to any creature that starts its turn in the fire.
|
||||
|
||||
"""
|
||||
name = "Web"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = "a bit of spiderweb"
|
||||
duration = "Concentration, up to 1 hour"
|
||||
magic_school = "Conjuration"
|
||||
classes = ()
|
||||
@@ -0,0 +1,746 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class WallOfFire(Spell):
|
||||
"""You create a wall of fire on a solid surface within range. You can make the wall
|
||||
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
|
||||
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
|
||||
for the duration.
|
||||
|
||||
When the wall appears, each creature within its area must
|
||||
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
|
||||
damage, or half as much damage on a successful save.
|
||||
|
||||
One side of the wall,
|
||||
selected by you when you cast this spell, deals 5d8 fire damage to each creature
|
||||
that ends its turn within 10 feet of that side or inside the wall. A creature
|
||||
takes the same damage when it enters the wall for the first time on a turn or
|
||||
ends its turn there. The other side of the wall deals no damage.
|
||||
|
||||
At Higher
|
||||
Levels: When you cast this spell using a spell slot of 5th level or higher, the
|
||||
damage increases by 1d8 for each slot level above 4th.
|
||||
"""
|
||||
name = "Wall Of Fire"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small piece of phosphorus"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class WallOfForce(Spell):
|
||||
"""An invisible wall of force springs into existence at a point you choose within
|
||||
range.
|
||||
The wall appears in any orientation you choose, as a horizontal or
|
||||
vertical barrier or at an angle. It can be free floating or resting on a solid
|
||||
surface. You can form it into a hemispherical dome or a sphere with a radius of
|
||||
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
|
||||
panels. Each panel must be continguous with another panel. In any form, the
|
||||
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
|
||||
creature’s space when it appears, the creature is pushed to one side of the wall
|
||||
(your choice which side).
|
||||
|
||||
Nothing can physically pass through the wall. It is
|
||||
immune to all damage and can’t be dispelled by dispel magic. A disintegrate
|
||||
spell destroys the wall instantly, however. The wall also extends into the
|
||||
Ethereal Plane, blocking ethereal travel through the wall.
|
||||
"""
|
||||
name = "Wall Of Force"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pinch of powder made by crushing a clear gemstone"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class WallOfIce(Spell):
|
||||
"""You create a wall of ice on a solid surface within range. You can form it into a
|
||||
hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a
|
||||
flat surfcae made up of ten 10-foot-square panels. Each panel must be
|
||||
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
|
||||
for the duration.
|
||||
|
||||
If the wall cuts through a creature’s space when it appears,
|
||||
the creature within its area is pushed to one side of the wall and must make a
|
||||
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
|
||||
or half as much damage on a successful save.
|
||||
|
||||
The wall is an object that can be
|
||||
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
|
||||
and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit
|
||||
points destroys it and leaves behind a sheet of frigid air int he space the
|
||||
wall occupied. A creature moving through the sheet of frigid air for the first
|
||||
time on a turn must make a Constitution saaving throw. The creature takes 5f6
|
||||
cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
higher, the damage the wall deals when it appears increases by 2d6, and the
|
||||
damage from passing through the sheet of frigid air increases by 1d6, for each
|
||||
slot level above 6th.
|
||||
"""
|
||||
name = "Wall Of Ice"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small piece of quartz"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class WallOfLight(Spell):
|
||||
"""A shimmering wall of bright light appears at a point you choose within range.
|
||||
The wall appears in any orientation you choose: horizontally, vertically, or
|
||||
diagonally. It can be free floating, or it can rest on a solid surface. The wall
|
||||
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line
|
||||
of sight, but creatures and objects can pass through it. It emits bright light
|
||||
out to 120 feet and dim light for an additional 120 feet.
|
||||
When the wall appears,
|
||||
each creature in its area must make a Constitution saving throw. On a failed
|
||||
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
|
||||
successful save, it takes half as much damage and isn’t blinded. A blinded
|
||||
creature can make a Constitution saving throw at the end of each of its turns,
|
||||
ending the effect on itself on a success.
|
||||
A creature that ends its turn in the
|
||||
wall’s area takes 4d8 radiant damage.
|
||||
Until the spell ends, you can use an
|
||||
action to launch a beam of radiance from the wall at one creature you can see
|
||||
within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8
|
||||
radiant damage. Whether you hit or miss, reduce the length of the wall by 10
|
||||
feet. If the wall’s length drops to 0 feet, the spell ends.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 6th level or higher, the damage
|
||||
increases by 1d8 for each slot level above 5th.
|
||||
"""
|
||||
name = "Wall Of Light"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A hand mirror"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class WallOfSand(Spell):
|
||||
"""You conjure up a wall of swirling sand on the ground at a point you can see
|
||||
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
|
||||
feet thick, and it vanishes when the spell ends. It blocks line of sight but not
|
||||
movement. A creature is blinded while in the wall’s space and must spend 3 feet
|
||||
of movement for every 1 foot it moves there.
|
||||
"""
|
||||
name = "Wall Of Sand"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A handful of sand"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class WallOfStone(Spell):
|
||||
"""A nonmagical wall of solid stone springs into existence at a point you choose
|
||||
within range.
|
||||
The wall is 6 inches thick and is composed of ten 10-foot-
|
||||
by-10-foot panels. Each panel must be contiguous with at least on other panel.
|
||||
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
|
||||
thick.
|
||||
|
||||
If the wall cuts through a creature’s space when it appears, the
|
||||
creature is pushed to one side of the wall (your choice). If a creature would be
|
||||
surrounded on all sides by the wall (or the wall and another solid surface),
|
||||
that creature can make a Dexterity saving throw. On a success, it can use its
|
||||
reaction to move up to its speed so that it is no longer enclosed by the wall.
|
||||
|
||||
|
||||
The wall can have any shape you desire, though it can’t occupy the same space as
|
||||
a creature or object. the wall doesn’t need to be vertical or resting on any
|
||||
firm foundation. It must, however, merge with and be solidly supported by
|
||||
existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
|
||||
|
||||
|
||||
If you create a span greater than 20 feet in length, you must halve the size
|
||||
of each panel to create supports. You can crudely shape the wall to create
|
||||
crenellations, battlements, and so on.
|
||||
|
||||
The wall is an object made of stone that
|
||||
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
|
||||
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
|
||||
connected panels to collapse at the DM’s discretion.
|
||||
|
||||
If you maintain your
|
||||
concentration on this spell for its whole duration, the wall becomes permanent
|
||||
and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
|
||||
"""
|
||||
name = "Wall Of Stone"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A small block of granite"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class WallOfThorns(Spell):
|
||||
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
|
||||
thorns. The wall appears within range on a solid surface and lasts for the
|
||||
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
|
||||
feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
|
||||
5 feet thick. The wall blocks line of sight.
|
||||
|
||||
When the wall appears, each
|
||||
creature within its area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 7d8 piercing damage, or half as much damage on a successful
|
||||
save.
|
||||
|
||||
A creature can move through the wall, albeit slowly and painfully. For
|
||||
every 1 foot a creature moves through the wall, it must spend 4 feet of
|
||||
movement. Furthermore, the first time a creature enters the wall on a turn or
|
||||
ends its turn there, the creature must make a Dexterity saving throw. It takes
|
||||
7d8 slashing damage on a failed save, or half as much on a successful save.
|
||||
|
||||
At
|
||||
Higher Levels: When you cast this spell using a spell slot of 7th level or
|
||||
higher, both types o f damage increase by 1d8 for each slot level above 6th.
|
||||
"""
|
||||
name = "Wall Of Thorns"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A handful of thorns"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class WallOfWater(Spell):
|
||||
"""(a drop of water)
|
||||
You conjure up a wall of water on the ground at a point you
|
||||
can see within range. You can make the wall up to 30 feet long, 10 feet high,
|
||||
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
|
||||
feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s
|
||||
space is difficult terrain.
|
||||
Any ranged weapon attack that enters the wall’s
|
||||
space has disadvantage on the attack roll, and fire damage
|
||||
is halved if the fire
|
||||
effect passes through the wall to reach its target. Spells that deal cold
|
||||
damage that pass through the wall cause the area of the wall they pass through
|
||||
to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
|
||||
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
|
||||
points destroys it. When a section is destroyed, the wall’s water doesn’t fill
|
||||
it.
|
||||
"""
|
||||
name = "Wall Of Water"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class WardingBond(Spell):
|
||||
"""This spell wards a willing creature you touch and creates a mystic connection
|
||||
between you and the target until the spell ends.
|
||||
|
||||
While the target is within 60
|
||||
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
|
||||
to all damage. Also, each time it takes damage, you take the same amount of
|
||||
damage.
|
||||
|
||||
The spell ends if you drop to 0 hit points or if you and the target
|
||||
become separated by more than 60 feet. It also ends if the spell is cast again
|
||||
on either of the connected creatures. You can also dismiss the spell as an
|
||||
action.
|
||||
"""
|
||||
name = "Warding Bond"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
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.
|
||||
• 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.
|
||||
• It hedges out vapor, gas, and fog that can be dispersed by strong
|
||||
wind.
|
||||
"""
|
||||
name = "Warding Wind"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class WaterBreathing(Spell):
|
||||
"""This spell grants up to ten willing creatures you can see within range the
|
||||
ability to breathe underwater until the spell ends. Affected creatures also
|
||||
retain their normal mode of respiration.
|
||||
"""
|
||||
name = "Water Breathing"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A short reed or piece of straw"""
|
||||
duration = "24 hours"
|
||||
ritual = True
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class WaterWalk(Spell):
|
||||
"""This spell grants the ability to move across any liquid surface – such as water,
|
||||
acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
|
||||
(creatures crossing molten lava can still take damage from the heat).
|
||||
Up to ten
|
||||
willing creatures you can see within range gain this ability for the duration.
|
||||
|
||||
|
||||
If you target a creature submerged in a liquid, the spell carries the target to
|
||||
the surface of the liquid at a rate of 60 feet per round.
|
||||
"""
|
||||
name = "Water Walk"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A piece of cork"""
|
||||
duration = "1 hour"
|
||||
ritual = True
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Cleric', 'Druid', 'Ranger', 'Sorcerer')
|
||||
|
||||
|
||||
class WaterySphere(Spell):
|
||||
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
|
||||
within range. The sphere can hover in the air, but no more than 10 feet off the
|
||||
ground. The sphere remains for the spell’s duration.
|
||||
Any creature in the
|
||||
sphere’s space must make a Strength saving throw. On a successful save, a
|
||||
creature is ejected from that space to the nearest unoccupied space outside it.
|
||||
A Huge or larger creature succeeds on the saving throw automatically. On a
|
||||
failed save, a creature is restrained by the sphere and is engulfed by the
|
||||
water. At the end of each of its turns, a restrained target can repeat the
|
||||
saving throw.
|
||||
The sphere can restrain a maximum of four Medium or smaller
|
||||
creatures or one Large creature. If the sphere restrains a creature in excess of
|
||||
these numbers, a random creature that was already restrained by the sphere
|
||||
falls out of it and lands prone in a space within 5 feet of it.
|
||||
As an action,
|
||||
you can move the sphere up to 30 feet in a straight line. If it moves over a
|
||||
pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
|
||||
ground. Any creature restrained by the sphere moves with it. You can ram the
|
||||
sphere into creatures, forcing them to make the saving throw, but no more than
|
||||
once per turn.
|
||||
When the spell ends, the sphere falls to the ground and
|
||||
extinguishes all normal flames within 30 feet of it. Any creature restrained by
|
||||
the sphere is knocked prone in the space where it falls.
|
||||
"""
|
||||
name = "Watery Sphere"
|
||||
level = 4
|
||||
casting_time = "1 action"
|
||||
casting_range = "90 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A droplet of water"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Web(Spell):
|
||||
"""You conjure a mass of thick, sticky webbing at a point of your choice within
|
||||
range.
|
||||
The webs fill a 20-foot cube from that point for the duration. The webs
|
||||
are difficult terrain and lightly obscure their area.
|
||||
|
||||
If the webs aren’t
|
||||
anchored between two solid masses (such as walls or trees) or layered across a
|
||||
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
|
||||
ends at the start of your next turn. Webs layered over a flat surface have a
|
||||
depth of 5 feet.
|
||||
|
||||
Each creature that starts its turn in the webs or that enters
|
||||
them during its turn must make a Dexterity saving throw. On a failed save, the
|
||||
creature is restrained as long as it remains in the webs or until it breaks
|
||||
free.
|
||||
|
||||
A creature restrained by the webs can use its action to make a Strength
|
||||
check against your spell save DC. If it succeeds, it is no longer restrained.
|
||||
|
||||
|
||||
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
|
||||
round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
|
||||
"""
|
||||
name = "Web"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A bit of spiderweb"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class Weird(Spell):
|
||||
"""Drawing on the deepest fears of a group of creatures, you create illusory
|
||||
creatures in their minds, visible only to them.
|
||||
Each creature in a 30-foot-
|
||||
radius sphere centered on a point of your choice within range must make a Wisdom
|
||||
saving throw. On a failed save, a creature becomes frightened for the duration.
|
||||
|
||||
The illusion calls on the creature’s deepest fears, manifesting its worst
|
||||
nightmares as an implacable threat. At the end of each of the frightened
|
||||
creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
|
||||
damage. On a successful save, the spell ends for that creature.
|
||||
"""
|
||||
name = "Weird"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Illusion"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class Whirlwind(Spell):
|
||||
"""A whirlwind howls down to a point that you can see on the ground within range.
|
||||
The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point.
|
||||
Until the spell ends, you can use your action to move the whirlwind up to 30
|
||||
feet in any direction along the ground. The whirlwind sucks up any Medium or
|
||||
smaller objects that aren’t secured to anything and that aren’t worn or carried
|
||||
by anyone.
|
||||
A creature must make a Dexterity saving throw the first time on a
|
||||
turn that it enters the
|
||||
whirlwind or that the whirlwind enters its space,
|
||||
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
|
||||
damage on a failed save, or half as much damage on a successful one. In
|
||||
addition, a Large or smaller creature that fails the save must succeed on a
|
||||
Strength saving throw or become restrained in the whirlwind until the spell
|
||||
ends. When a creature starts its turn restrained by the whirlwind, the creature
|
||||
is pulled 5 feet higher inside it, unless the creature is at the top.
|
||||
A
|
||||
restrained creature moves with the whirlwind and falls when the spell ends,
|
||||
unless the creature has some means to stay aloft. A restrained creature can use
|
||||
an action to make a Strength or Dexterity check against your spell save DC. If
|
||||
successful, the creature is no longer restrained by the whirlwind and is hurled
|
||||
3d6 × 10 feet away from it in a random direction.
|
||||
"""
|
||||
name = "Whirlwind"
|
||||
level = 7
|
||||
casting_time = "1 action"
|
||||
casting_range = "300 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A piece of straw"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Wizard', 'Sorcerer')
|
||||
|
||||
|
||||
class WindWalk(Spell):
|
||||
"""You and up to ten willing creatures you can see within range assume a gaseous
|
||||
form for the duration, appearing as wisps of cloud.
|
||||
While in this cloud form, a
|
||||
creature has a flying speed of 300 feet and has resistance to damage from
|
||||
nonmagical weapons. The only actions a creature can take in this form are the
|
||||
Dash action or to revert to its normal form.
|
||||
Reverting takes 1 minute, during
|
||||
which time a creature is incapacitated and can’t move. Until the spell ends, a
|
||||
creature can revert to cloud form, which also requires the 1-minute
|
||||
transformation.
|
||||
|
||||
If a creature is in cloud form and flying when the effect ends,
|
||||
the creature descends 60 feet per round for 1 minute until it lands, which it
|
||||
does safely. If it can’t land after 1 minute, the creature falls the remaining
|
||||
distance.
|
||||
"""
|
||||
name = "Wind Walk"
|
||||
level = 6
|
||||
casting_time = "1 minute"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Fire and holy water"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class WindWall(Spell):
|
||||
"""A wall of strong wind rises from the ground at a point you choose within range.
|
||||
|
||||
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You
|
||||
can shape the wall in any way you choose so long as it makes one continuous path
|
||||
along the ground. The wall lasts for the duration.
|
||||
|
||||
When the wall appears, each
|
||||
creature within its area must make a Strength saving throw. A creature takes
|
||||
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
|
||||
one.
|
||||
|
||||
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller
|
||||
flying creatures or objects can’t pass through the wall. Loose, lightweight
|
||||
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
|
||||
projectiles launched at targets behind the wall are deflected upward and
|
||||
automatically miss. (Boulders hurled by giants or siege engines, and similar
|
||||
projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
|
||||
"""
|
||||
name = "Wind Wall"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A tiny fan and a feather of exotic origin"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class Wish(Spell):
|
||||
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
|
||||
aloud, you can alter the very foundations of reality in accord with your
|
||||
desires.
|
||||
|
||||
The basic use of this spell is to duplicate any other spell of 8th
|
||||
level or lower. You don’t need to meet any requirements in that spell, including
|
||||
costly components. The spell simply takes effect.
|
||||
Alternatively, you can create
|
||||
one of the following effects of your choice:
|
||||
|
||||
• You create one object of up to
|
||||
25,000 gp in value that isn’t a magic item. The object can be no more than 300
|
||||
feet in any dimension, and it appears in an unoccupied space you can see on the
|
||||
ground.
|
||||
|
||||
• You allow up to twenty creatures that you can see to regain all hit
|
||||
points, and you end all effects on them described in the greater restoration
|
||||
spell.
|
||||
|
||||
• You grant up to ten creatures that you can see resistance to a damage
|
||||
type you choose.
|
||||
|
||||
• You grant up to ten creatures you can see immunity to a
|
||||
single spell or other magical effect for 8 hours. For instance, you could make
|
||||
yourself and all your com panions immune to a lich’s life drain attack.
|
||||
|
||||
• You
|
||||
undo a single recent event by forcing a reroll of any roll made within the last
|
||||
round (including your last turn). Reality reshapes itself to accommodate the new
|
||||
result. For example, a wish spell could undo an opponent’s successful save, a
|
||||
foe’s critical hit, or a friend’s failed save. You can force the reroll to be
|
||||
made with advantage or disadvantage, and you can choose whether to use the
|
||||
reroll or the original roll.
|
||||
|
||||
You might be able to achieve something beyond the
|
||||
scope of the above examples. State your wish to the DM as precisely as possible.
|
||||
The DM has great latitude in ruling what occurs in such an instance; the
|
||||
greater the wish, the greater the likelihood that something goes wrong. This
|
||||
spell might simply fail, the effect you desire
|
||||
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
|
||||
result of how you worded the wish. For example, wishing that a villain were dead
|
||||
might propel you forward in time to a period when that villain is no longer
|
||||
alive, effectively removing you from the game. Similarly, wishing for a
|
||||
legendary magic item or artifact might instantly transport you to the presence
|
||||
of the item’s current owner.
|
||||
|
||||
The stress of casting this spell to produce any
|
||||
effect other than duplicating another spell weakens you. After enduring that
|
||||
stress, each time you cast a spell until you finish a long rest, you take 1d10
|
||||
necrotic damage per level of that spell. This damage can’t be reduced or
|
||||
prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or
|
||||
lower already, for 2d4 days. For each of those days that you spend resting and
|
||||
doing nothing more than light activity, your remaining recovery time decreases
|
||||
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
|
||||
wish ever again if you suffer this stress.
|
||||
"""
|
||||
name = "Wish"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class WitchBolt(Spell):
|
||||
"""A beam of crackling, blue energy lances out toward a creature within range,
|
||||
forming a sustained arc of lightning between you and the target.
|
||||
Make a ranged
|
||||
spell attack against that creature. On a hit, the target takes 1d12 lightning
|
||||
damage, and on each of your turns for the duration, you can use your action to
|
||||
deal 1d12 lightning damage to the target automatically. The spell ends if you
|
||||
use your action to do anything else. The spell also ends if the target is ever
|
||||
outside the spell’s range or if it has total cover from you.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 2nd level or higher, the initial
|
||||
damage increases by 1d12 for each slot level above 1st.
|
||||
"""
|
||||
name = "Witch Bolt"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A twig from a tree that has been struck by lightning"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class WordOfRadiance(Spell):
|
||||
"""You utter a divine word, and burning radiance erupts from you. Each creature of
|
||||
your choice that you can see within range must succeed on a Constitution saving
|
||||
throw or take 1d6 radiant damage.
|
||||
The spell’s damage increases by 1d6 when you
|
||||
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||||
"""
|
||||
name = "Word Of Radiance"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "5 feet"
|
||||
components = ('V', 'M')
|
||||
materials = """A holy symbol"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class WordOfRecall(Spell):
|
||||
"""You and up to five willing creatures within 5 feet of you instantly teleport to
|
||||
a previously designated sanctuary.
|
||||
You and any creatures that teleport with you
|
||||
appear in the nearest unoccupied space to the spot you designated when you
|
||||
prepared your sanctuary (see below). If you cast this spell without first
|
||||
preparing a sanctuary, the spell has no effect.
|
||||
|
||||
You must designate a sanctuary
|
||||
by casting this spell within a location, such as a temple, dedicated to or
|
||||
strongly linked to your deity. If you attempt to cast the spell in this manner
|
||||
in an area that isn’t dedicated to your deity, the spell has no effect.
|
||||
"""
|
||||
name = "Word Of Recall"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "5 feet"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Cleric',)
|
||||
|
||||
|
||||
class WrathOfNature(Spell):
|
||||
"""You call out to the spirits of nature to rouse them against your enemies. Choose
|
||||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||||
in a 60-foot cube centered on that point to become animated until the spell
|
||||
ends.
|
||||
Grasses and Undergrowth. Any area of ground in the cube that is covered by
|
||||
grass or undergrowth is difficult terrain for your enemies.
|
||||
Trees. At the start
|
||||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||||
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
|
||||
whipping branches.
|
||||
Roots and Vines. At the end of each of your turns, one
|
||||
creature of your choice that is on the ground in the cube must succeed on a
|
||||
Strength saving throw or become restrained until the spell ends. A restrained
|
||||
creature can use an action to make a Strength (Athletics) check against your
|
||||
spell save DC, ending the effect on itself on a success.
|
||||
Rocks. As a bonus
|
||||
action on your turn, you can cause a loose rock in the cube to launch at a
|
||||
creature you can see in the cube. Make a ranged spell attack against the target.
|
||||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||||
succeed on a Strength saving throw or fall prone.
|
||||
"""
|
||||
name = "Wrath Of Nature"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class WrathfulSmite(Spell):
|
||||
"""The next time you hit with a melee weapon attack during this spell’s duration,
|
||||
your attack deals an extra 1d6 psychic damage.
|
||||
Additionally, if the target is a
|
||||
creature, it must make a Wisdom saving throw or be frightened of you until the
|
||||
spell ends. As an action, the creature can make a Wisdom check against your
|
||||
spell save DC to steel its resolve and end this spell.
|
||||
"""
|
||||
name = "Wrathful Smite"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
from .spells import Spell
|
||||
@@ -0,0 +1 @@
|
||||
from .spells import Spell
|
||||
@@ -0,0 +1,49 @@
|
||||
from .spells import Spell
|
||||
|
||||
|
||||
class ZephyrStrike(Spell):
|
||||
"""You move like the wind. Until the spell ends, your movement doesn’t provoke
|
||||
opportunity attacks.
|
||||
Once before the spell ends, you can give yourself advantage
|
||||
on one weapon attack roll on your turn. That attack deals an extra 1d8 force
|
||||
damage on a hit. Whether you hit or miss, your walking speed increases by 30
|
||||
feet until the end of that turn.
|
||||
"""
|
||||
name = "Zephyr Strike"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Ranger',)
|
||||
|
||||
|
||||
class ZoneOfTruth(Spell):
|
||||
"""You create a magical zone that guards against deception in a 15-foot-radius
|
||||
sphere centered on a point of your choice within range.
|
||||
Until the spell ends, a
|
||||
creature that enters the spell’s area for the first time on a turn or starts its
|
||||
turn there must make a Charisma saving throw. On a failed save, a creature
|
||||
can’t speak a deliberate lie while in the radius. You know whether each creature
|
||||
succeeds or fails on its saving throw.
|
||||
|
||||
An affected creature is aware of the
|
||||
spell and can thus avoid answering questions to which it would normally respond
|
||||
with a lie. Such creatures can be evasive in its answers as long as it remains
|
||||
within the boundaries of the truth.
|
||||
"""
|
||||
name = "Zone Of Truth"
|
||||
level = 2
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "10 minutes"
|
||||
ritual = False
|
||||
magic_school = "Enchantment"
|
||||
classes = ('Bard', 'Cleric', 'Paladin')
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+13
-1
@@ -1,6 +1,7 @@
|
||||
import math
|
||||
from collections import namedtuple
|
||||
from .armor import NoArmor, NoShield, HeavyArmor
|
||||
from .armor import NoArmor, NoShield, HeavyArmor, Shield, Armor
|
||||
from .weapons import Weapon
|
||||
from .features import (UnarmoredDefenseMonk, UnarmoredDefenseBarbarian,
|
||||
DraconicResilience, Defense, FastMovement,
|
||||
UnarmoredMovement, GiftOfTheDepths, RemarkableAthelete,
|
||||
@@ -17,6 +18,14 @@ def findattr(obj, name):
|
||||
|
||||
"""
|
||||
# Come up with several options
|
||||
name = name.strip()
|
||||
# check for +X weapons, armor, shields
|
||||
bonus = 0
|
||||
for i in range(1, 11):
|
||||
if (f'+{i}' in name) or (f'+ {i}' in name):
|
||||
bonus = i
|
||||
name = name.replace(f'+{i}', '').replace(f'+ {i}', '')
|
||||
break
|
||||
py_name = name.replace('-', '_').replace(' ', '_').replace("'", "")
|
||||
camel_case = "".join([s.capitalize() for s in py_name.split('_')])
|
||||
if hasattr(obj, py_name):
|
||||
@@ -27,6 +36,9 @@ def findattr(obj, name):
|
||||
attr = getattr(obj, camel_case)
|
||||
else:
|
||||
raise AttributeError(f'{obj} has no attribute {name}')
|
||||
if bonus > 0:
|
||||
if issubclass(attr, Weapon) or issubclass(attr, Shield) or issubclass(attr, Armor):
|
||||
attr = attr.improved_version(bonus)
|
||||
return attr
|
||||
|
||||
|
||||
|
||||
@@ -14,6 +14,17 @@ class Weapon():
|
||||
def __init__(self, wielder=None):
|
||||
self.wielder = wielder
|
||||
|
||||
@classmethod
|
||||
def improved_version(cls, bonus):
|
||||
bonus = int(bonus)
|
||||
|
||||
class NewWeapon(cls):
|
||||
name = f'+{bonus} ' + cls.name
|
||||
damage_bonus = bonus
|
||||
attack_bonus = bonus
|
||||
|
||||
return NewWeapon
|
||||
|
||||
def apply_features(self):
|
||||
if (not self.features_applied) and (self.wielder is not None):
|
||||
self.features_applied = True
|
||||
|
||||
Reference in New Issue
Block a user