added ALL spells; can add magic weapons/armor/shields using +X in name

This commit is contained in:
Ben Cook
2019-03-21 16:32:18 -04:00
parent 9e7b3485b5
commit 9f608288cf
42 changed files with 14390 additions and 7098 deletions
Binary file not shown.
+307
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@@ -0,0 +1,307 @@
{
"cells": [
{
"cell_type": "code",
"execution_count": 1,
"metadata": {},
"outputs": [],
"source": [
"import pandas as pd\n",
"from tqdm import tqdm\n",
"import string\n",
"import os"
]
},
{
"cell_type": "code",
"execution_count": 2,
"metadata": {},
"outputs": [],
"source": [
"from DnD4py.lookup_5e import DnDSpell, Roll20Spell"
]
},
{
"cell_type": "code",
"execution_count": 3,
"metadata": {},
"outputs": [],
"source": [
"df = pd.read_csv('all_spells.csv')"
]
},
{
"cell_type": "code",
"execution_count": 4,
"metadata": {},
"outputs": [],
"source": [
"spells = {}\n",
"failed = {}"
]
},
{
"cell_type": "code",
"execution_count": 5,
"metadata": {},
"outputs": [],
"source": [
"names = sorted([s.lower().replace('', '').replace('/', '').replace('\\'', '') for s in df['Name'].values])"
]
},
{
"cell_type": "code",
"execution_count": 7,
"metadata": {},
"outputs": [
{
"name": "stderr",
"output_type": "stream",
"text": [
"100%|██████████| 461/461 [06:02<00:00, 1.27it/s]\n"
]
}
],
"source": [
"for i, name in tqdm(enumerate(names), total=len(names)):\n",
" if name in spells:\n",
" continue\n",
" try:\n",
" spells[name] = DnDSpell(name).as_dungeonsheets_class()\n",
" except Exception as e1:\n",
" try:\n",
" spells[name] = Roll20Spell(name).as_dungeonsheets_class()\n",
" except Exception as e2:\n",
" failed[name] = (e1, e2)\n",
" print(f'Failed: {name}')"
]
},
{
"cell_type": "code",
"execution_count": 8,
"metadata": {},
"outputs": [],
"source": [
"def save_spell(name, text):\n",
" filename = f'dungeonsheets/spells/spells_{name[0].lower()}.py'\n",
" if os.path.isfile(filename):\n",
" with open(filename, 'r') as f:\n",
" current_text = f.read().strip()\n",
" else:\n",
" with open(filename, 'a') as f:\n",
" f.write('from .spells import Spell\\n\\n\\n')\n",
" current_text = ''\n",
" if text.strip() in current_text:\n",
" raise ValueError('Text already exists in the file')\n",
" with open(filename, 'a') as f:\n",
" f.write(text + '\\n')"
]
},
{
"cell_type": "code",
"execution_count": 9,
"metadata": {},
"outputs": [],
"source": [
"for c in string.ascii_lowercase:\n",
" filename = f'dungeonsheets/spells/spells_{c}.py'\n",
" if os.path.isfile(filename):\n",
" os.remove(filename)"
]
},
{
"cell_type": "code",
"execution_count": 10,
"metadata": {},
"outputs": [
{
"name": "stderr",
"output_type": "stream",
"text": [
"100%|██████████| 460/460 [00:00<00:00, 2537.91it/s]\n"
]
}
],
"source": [
"for name in tqdm(sorted(spells.keys())):\n",
" save_spell(name, spells[name])"
]
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": 2,
"metadata": {},
"outputs": [],
"source": [
"import dungeonsheets"
]
},
{
"cell_type": "code",
"execution_count": 3,
"metadata": {},
"outputs": [],
"source": [
"from dungeonsheets.spells import *"
]
},
{
"cell_type": "code",
"execution_count": 4,
"metadata": {},
"outputs": [],
"source": [
"tests = {}\n",
"for k, v in dungeonsheets.spells.__dict__.items():\n",
" if isinstance(v, type) and issubclass(v, dungeonsheets.spells.Spell):\n",
" tests[k] = v()"
]
},
{
"cell_type": "code",
"execution_count": 5,
"metadata": {},
"outputs": [
{
"data": {
"text/plain": [
"\"Unknown spell\""
]
},
"execution_count": 5,
"metadata": {},
"output_type": "execute_result"
}
],
"source": [
"tests.pop('Spell')"
]
},
{
"cell_type": "code",
"execution_count": 6,
"metadata": {},
"outputs": [],
"source": [
"test_char = dungeonsheets.Character()"
]
},
{
"cell_type": "code",
"execution_count": 7,
"metadata": {},
"outputs": [],
"source": [
"test_char._spells = test_char._spells_prepared = list(tests.values())"
]
},
{
"cell_type": "code",
"execution_count": 9,
"metadata": {},
"outputs": [],
"source": [
"create_spellbook_pdf(test_char, 'Entire_Spellbook')"
]
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": 10,
"metadata": {},
"outputs": [],
"source": [
"test_char.wield_weapon('Spear +1')"
]
},
{
"cell_type": "code",
"execution_count": 11,
"metadata": {},
"outputs": [
{
"data": {
"text/plain": [
"[\"Spear+1\"]"
]
},
"execution_count": 11,
"metadata": {},
"output_type": "execute_result"
}
],
"source": [
"test_char.weapons"
]
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
},
{
"cell_type": "code",
"execution_count": null,
"metadata": {},
"outputs": [],
"source": []
}
],
"metadata": {
"kernelspec": {
"display_name": "Python 3",
"language": "python",
"name": "python3"
},
"language_info": {
"codemirror_mode": {
"name": "ipython",
"version": 3
},
"file_extension": ".py",
"mimetype": "text/x-python",
"name": "python",
"nbconvert_exporter": "python",
"pygments_lexer": "ipython3",
"version": "3.6.4"
}
},
"nbformat": 4,
"nbformat_minor": 2
}
+462
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@@ -0,0 +1,462 @@
Name
Abi-Dalzims Horrid Wilting
Absorb Elements
Acid Splash
Aganazzars Scorcher
Aid
Alarm
Alter Self
Animal Friendship
Animal Messenger
Animal Shapes
Animate Dead
Animate Objects
Antilife Shell
Antimagic Field
Antipathy/Sympathy
Arcane Eye
Arcane Gate
Arcane Lock
Armor of Agathys
Arms of Hadar
Astral Projection
Augury
Aura of Life
Aura of Purity
Aura of Vitality
Awaken
Bane
Banishing Smite
Banishment
Barkskin
Beacon of Hope
Beast Bond
Beast Sense
Bestow Curse
Bigbys Hand
Blade Barrier
Blade Ward
Bless
Blight
Blinding Smite
Blindness/Deafness
Blink
Blur
Bones of the Earth
Booming Blade
Branding Smite
Burning Hands
Call Lightning
Calm Emotions
Catapult
Catnap
Cause Fear
Ceremony
Chain Lightning
Chaos Bolt
Charm Monster
Charm Person
Chill Touch
Chromatic Orb
Circle of Death
Circle of Power
Clairvoyance
Clone
Cloud of Daggers
Cloudkill
Color Spray
Command
Commune
Commune with Nature
Compelled Duel
Comprehend Languages
Compulsion
Cone of Cold
Confusion
Conjure Animals
Conjure Barrage
Conjure Celestial
Conjure Elemental
Conjure Fey
Conjure Minor Elementals
Conjure Volley
Conjure Woodland Beings
Contact Other Plane
Contagion
Contingency
Continual Flame
Control Flames
Control Water
Control Weather
Control Winds
Cordon of Arrows
Counterspell
Create Bonfire
Create Food and Water
Create Homunculus
Create or Destroy Water
Create Undead
Creation
Crown of Madness
Crown of Stars
Crusaders Mantle
Cure Wounds
Dancing Lights
Danse Macabre
Darkness
Darkvision
Dawn
Daylight
Death Ward
Delayed Blast Fireball
Demiplane
Destructive Wave
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Detect Thoughts
Dimension Door
Disguise Self
Disintegrate
Dispel Evil and Good
Dispel Magic
Dissonant Whispers
Divination
Divine Favor
Divine Word
Dominate Beast
Dominate Monster
Dominate Person
Dragon's Breath
Drawmijs Instant Summons
Dream
Druid Grove
Druidcraft
Dust Devil
Earth Tremor
Earthbind
Earthquake
Eldritch Blast
Elemental Bane
Elemental Weapon
Enemies abound
Enervation
Enhance Ability
Enlarge/Reduce
Ensnaring Strike
Entangle
Enthrall
Erupting Earth
Etherealness
Evards Black Tentacles
Expeditious Retreat
Eyebite
Fabricate
Faerie Fire
False Life
Far Step
Fear
Feather Fall
Feeblemind
Feign Death
Find Familiar
Find Greater Steed
Find Steed
Find the Path
Find Traps
Finger of Death
Fire Bolt
Fire Shield
Fire Storm
Fireball
Flame Arrows
Flame Blade
Flame Strike
Flaming Sphere
Flesh to Stone
Fly
Fog Cloud
Forbiddance
Forcecage
Foresight
Freedom of Movement
Friends
Frostbite
Gaseous Form
Gate
Geas
Gentle Repose
Giant Insect
Glibness
Globe of Invulnerability
Glyph of Warding
Goodberry
Grasping Vine
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
Holy Aura
Holy Weapon
Hunger of Hadar
Hunters 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
Leomunds Secret Chest
Leomunds 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
Maximilians Earthen Grasp
Maze
Meld into Stone
Melfs Acid Arrow
Melfs 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
Mordenkainens Faithful Hound
Mordenkainens Magnificent Mansion
Mordenkainens Private Sanctum
Mordenkainens Sword
Move Earth
Negative Energy Flood
Nondetection
Nystuls Magic Aura
Otilukes Freezing Sphere
Otilukes Resilient Sphere
Ottos 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
Rarys 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
Snillocs 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
Tashas Hideous Laughter
Telekinesis
Telepathy
Teleport
Teleportation Circle
Temple of the Gods
Tensers Floating Disk
Tensers 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
1 Name
2 Abi-Dalzim’s Horrid Wilting
3 Absorb Elements
4 Acid Splash
5 Aganazzar’s Scorcher
6 Aid
7 Alarm
8 Alter Self
9 Animal Friendship
10 Animal Messenger
11 Animal Shapes
12 Animate Dead
13 Animate Objects
14 Antilife Shell
15 Antimagic Field
16 Antipathy/Sympathy
17 Arcane Eye
18 Arcane Gate
19 Arcane Lock
20 Armor of Agathys
21 Arms of Hadar
22 Astral Projection
23 Augury
24 Aura of Life
25 Aura of Purity
26 Aura of Vitality
27 Awaken
28 Bane
29 Banishing Smite
30 Banishment
31 Barkskin
32 Beacon of Hope
33 Beast Bond
34 Beast Sense
35 Bestow Curse
36 Bigby’s Hand
37 Blade Barrier
38 Blade Ward
39 Bless
40 Blight
41 Blinding Smite
42 Blindness/Deafness
43 Blink
44 Blur
45 Bones of the Earth
46 Booming Blade
47 Branding Smite
48 Burning Hands
49 Call Lightning
50 Calm Emotions
51 Catapult
52 Catnap
53 Cause Fear
54 Ceremony
55 Chain Lightning
56 Chaos Bolt
57 Charm Monster
58 Charm Person
59 Chill Touch
60 Chromatic Orb
61 Circle of Death
62 Circle of Power
63 Clairvoyance
64 Clone
65 Cloud of Daggers
66 Cloudkill
67 Color Spray
68 Command
69 Commune
70 Commune with Nature
71 Compelled Duel
72 Comprehend Languages
73 Compulsion
74 Cone of Cold
75 Confusion
76 Conjure Animals
77 Conjure Barrage
78 Conjure Celestial
79 Conjure Elemental
80 Conjure Fey
81 Conjure Minor Elementals
82 Conjure Volley
83 Conjure Woodland Beings
84 Contact Other Plane
85 Contagion
86 Contingency
87 Continual Flame
88 Control Flames
89 Control Water
90 Control Weather
91 Control Winds
92 Cordon of Arrows
93 Counterspell
94 Create Bonfire
95 Create Food and Water
96 Create Homunculus
97 Create or Destroy Water
98 Create Undead
99 Creation
100 Crown of Madness
101 Crown of Stars
102 Crusader’s Mantle
103 Cure Wounds
104 Dancing Lights
105 Danse Macabre
106 Darkness
107 Darkvision
108 Dawn
109 Daylight
110 Death Ward
111 Delayed Blast Fireball
112 Demiplane
113 Destructive Wave
114 Detect Evil and Good
115 Detect Magic
116 Detect Poison and Disease
117 Detect Thoughts
118 Dimension Door
119 Disguise Self
120 Disintegrate
121 Dispel Evil and Good
122 Dispel Magic
123 Dissonant Whispers
124 Divination
125 Divine Favor
126 Divine Word
127 Dominate Beast
128 Dominate Monster
129 Dominate Person
130 Dragon's Breath
131 Drawmij’s Instant Summons
132 Dream
133 Druid Grove
134 Druidcraft
135 Dust Devil
136 Earth Tremor
137 Earthbind
138 Earthquake
139 Eldritch Blast
140 Elemental Bane
141 Elemental Weapon
142 Enemies abound
143 Enervation
144 Enhance Ability
145 Enlarge/Reduce
146 Ensnaring Strike
147 Entangle
148 Enthrall
149 Erupting Earth
150 Etherealness
151 Evard’s Black Tentacles
152 Expeditious Retreat
153 Eyebite
154 Fabricate
155 Faerie Fire
156 False Life
157 Far Step
158 Fear
159 Feather Fall
160 Feeblemind
161 Feign Death
162 Find Familiar
163 Find Greater Steed
164 Find Steed
165 Find the Path
166 Find Traps
167 Finger of Death
168 Fire Bolt
169 Fire Shield
170 Fire Storm
171 Fireball
172 Flame Arrows
173 Flame Blade
174 Flame Strike
175 Flaming Sphere
176 Flesh to Stone
177 Fly
178 Fog Cloud
179 Forbiddance
180 Forcecage
181 Foresight
182 Freedom of Movement
183 Friends
184 Frostbite
185 Gaseous Form
186 Gate
187 Geas
188 Gentle Repose
189 Giant Insect
190 Glibness
191 Globe of Invulnerability
192 Glyph of Warding
193 Goodberry
194 Grasping Vine
195 Grease
196 Greater Invisibility
197 Greater Restoration
198 Green-Flame Blade
199 Guardian of Faith
200 Guardian of Nature
201 Guards and Wards
202 Guidance
203 Guiding Bolt
204 Gust
205 Gust of Wind
206 Hail of Thorns
207 Hallow
208 Hallucinatory Terrain
209 Harm
210 Haste
211 Heal
212 Healing Spirit
213 Healing Word
214 Heat Metal
215 Hellish Rebuke
216 Heroes’ Feast
217 Heroism
218 Hex
219 Hold Monster
220 Hold Person
221 Holy Aura
222 Holy Weapon
223 Hunger of Hadar
224 Hunter’s Mark
225 Hypnotic Pattern
226 Ice Knife
227 Ice Storm
228 Identify
229 Illusory Dragon
230 Illusory Script
231 Immolation
232 Imprisonment
233 Incendiary Cloud
234 Infernal Calling
235 Infestation
236 Inflict Wounds
237 Insect Plague
238 Investiture of Flame
239 Investiture of Ice
240 Investiture of Stone
241 Investiture of Wind
242 Invisibility
243 Invulnerability
244 Jump
245 Knock
246 Legend Lore
247 Leomund’s Secret Chest
248 Leomund’s Tiny Hut
249 Lesser Restoration
250 Levitate
251 Life Transference
252 Light
253 Lightning Arrow
254 Lightning Bolt
255 Lightning Lure
256 Locate Animals or Plants
257 Locate Creature
258 Locate Object
259 Longstrider
260 Maddening Darkness
261 Maelstrom
262 Mage Armor
263 Mage Hand
264 Magic Circle
265 Magic Jar
266 Magic Missile
267 Magic Mouth
268 Magic Stone
269 Magic Weapon
270 Major Image
271 Mass Cure Wounds
272 Mass Heal
273 Mass Healing Word
274 Mass Polymorph
275 Mass Suggestion
276 Maximilian’s Earthen Grasp
277 Maze
278 Meld into Stone
279 Melf’s Acid Arrow
280 Melf’s Minute Meteors
281 Mending
282 Mental Prison
283 Message
284 Meteor Swarm
285 Mighty Fortress
286 Mind Blank
287 Mind Spike
288 Minor Illusion
289 Mirage Arcane
290 Mirror Image
291 Mislead
292 Misty Step
293 Modify Memory
294 Mold earth
295 Moonbeam
296 Mordenkainen’s Faithful Hound
297 Mordenkainen’s Magnificent Mansion
298 Mordenkainen’s Private Sanctum
299 Mordenkainen’s Sword
300 Move Earth
301 Negative Energy Flood
302 Nondetection
303 Nystul’s Magic Aura
304 Otiluke’s Freezing Sphere
305 Otiluke’s Resilient Sphere
306 Otto’s Irresistible Dance
307 Pass Without Trace
308 Passwall
309 Phantasmal Force
310 Phantasmal Killer
311 Phantom Steed
312 Planar Ally
313 Planar Binding
314 Plane Shift
315 Plant Growth
316 Poison Spray
317 Polymorph
318 Power Word Heal
319 Power Word Kill
320 Power Word Pain
321 Power Word Stun
322 Prayer of Healing
323 Prestidigitation
324 Primal Savagery
325 Primordial Ward
326 Primordial Ward
327 Prismatic Spray
328 Prismatic Wall
329 Produce Flame
330 Programmed Illusion
331 Project Image
332 Protection from Energy
333 Protection from Evil and Good
334 Protection from Poison
335 Psychic Scream
336 Purify Food and Drink
337 Pyrotechnics
338 Raise Dead
339 Rary’s Telepathic Bond
340 Ray of Enfeeblement
341 Ray of Frost
342 Ray of Sickness
343 Regenerate
344 Reincarnate
345 Remove Curse
346 Resistance
347 Resurrection
348 Reverse Gravity
349 Revivify
350 Rope Trick
351 Sacred Flame
352 Sanctuary
353 Scatter
354 Scorching Ray
355 Scrying
356 Searing Smite
357 See invisibility
358 Seeming
359 Sending
360 Sequester
361 Shadow Blade
362 Shadow of Moil
363 Shape Water
364 Shapechange
365 Shatter
366 Shield
367 Shield of Faith
368 Shillelagh
369 Shocking Grasp
370 Sickening Radiance
371 Silence
372 Silent Image
373 Simulacrum
374 Skill Empowerment
375 Skywrite
376 Sleep
377 Sleet Storm
378 Slow
379 Snare
380 Snilloc’s Snowball Swarm
381 Soul Cage
382 Spare the Dying
383 Speak with Animals
384 Speak with Dead
385 Speak with Plants
386 Spider Climb
387 Spike Growth
388 Spirit Guardians
389 Spiritual Weapon
390 Staggering Smite
391 Steel Wind Strike
392 Stinking Cloud
393 Stone Shape
394 Stoneskin
395 Storm of Vengeance
396 Storm Sphere
397 Suggestion
398 Summon Greater Demon
399 Summon Lesser Demons
400 Sunbeam
401 Sunburst
402 Swift Quiver
403 Sword Burst
404 Symbol
405 Synaptic Static
406 Tasha’s Hideous Laughter
407 Telekinesis
408 Telepathy
409 Teleport
410 Teleportation Circle
411 Temple of the Gods
412 Tenser’s Floating Disk
413 Tenser’s Transformation
414 Thaumaturgy
415 Thorn Whip
416 Thunder Step
417 Thunderclap
418 Thunderous Smite
419 Thunderwave
420 Tidal Wave
421 Time Stop
422 Tiny Servant
423 Toll the Dead
424 Tongues
425 Transmute Rock
426 Transport via Plants
427 Tree Stride
428 True Polymorph
429 True Resurrection
430 True Seeing
431 True Strike
432 Tsunami
433 Unseen Servant
434 Vampiric Touch
435 Vicious Mockery
436 Vitriolic Sphere
437 Wall of Fire
438 Wall of Force
439 Wall of Ice
440 Wall of Light
441 Wall of Sand
442 Wall of Stone
443 Wall of Thorns
444 Wall of Water
445 Warding Bond
446 Warding Wind
447 Water Breathing
448 Water Walk
449 Watery Sphere
450 Web
451 Weird
452 Whirlwind
453 Wind Walk
454 Wind Wall
455 Wish
456 Witch Bolt
457 Word of Radiance
458 Word of Recall
459 Wrath of Nature
460 Wrathful Smite
461 Zephyr Strike
462 Zone of Truth
+20
View File
@@ -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"
+2 -2
View File
@@ -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
+2 -2
View File
@@ -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 ]]
+26 -7
View File
@@ -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 *
+826
View File
@@ -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 arent 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 arent 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 spells 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 dragons 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 targets 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 targets 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 wont 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 dont appear as a creature of a different size than you, and
your basic shape stays the same; if you're bipedal, you cant 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 beasts
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 spells 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 doesnt 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 targets 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 doesnt
reduce the creatures normal form to 0 hit points, it isnt knocked unconcious.
The creature is limited in the actions it can perform by the nature of its new
form, and it cant speak or cast spells.
 
The targets gear melds into the new
form. The target cant 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 creatures
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 youve 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 cant 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 cant 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 cant protrude into it. A slot expended
to cast a suppressed spell is consumed. While an effect is suppressed, it
doesnt 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, cant 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
weapons 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 dont 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 auras 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 cant see the
target. If the creature moves more than 60 feet from the target and cant 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 cant 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 cant enter
another plane of existence. A solid barrier blocks the eyes 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 cant 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 doesnt need food or air and doesnt 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 creatures 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 creatures 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 arent especially good or bad
The
spell doesnt 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 cant 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) cant 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 huamns.
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')
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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 youre on, the target disappears, returning to its home
plane. If the target is native to the plane youre 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 youre 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 youre 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 doesnt 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 targets skin has a
rough, bark-like appearance, and the targets AC cant 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 beasts 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 beasts 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 DMs 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 curses 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 doesnt 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 spells 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 doesnt 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 hands 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 hands 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 cant move through the hands space if
its Strength score is less than or equal to the hands Strength score. If its
Strength score is higher than the hands Strength score, the target can move
toward you through the hands 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 walls 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 isnt a creature, such as a tree or
shrub, it doesnt 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 spells
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
cant see anything more than 60 feet away.You can only affect and be affected
by other reatures on the Ethereal Plane. Creature that arent there cant
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 creatures choice)
against the spells 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 cant 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 arent 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')
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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 spells 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 cant see through this darkness, and nonmagical light cant
illuminate it. 
If the point you choose is on an object you are holding or one
that isnt 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 spells
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 youre 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 isnt
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 spells 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 spells 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 arent 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 isnt 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 doesnt 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 creatures thoughts or attempt to probe
deeper into the same creatures 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 creatures 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 cant 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
cant detect a creature with an Intelligence of 3 or lower or one that doesnt
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 cant 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 doesnt
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 cant 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 isnt there already). If they arent 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 spells 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 spells 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 doesnt move into obviously dangerous ground, such as a fire
or a pit. On a successful save, the target takes half as much damage and doesnt
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 gods 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 doesnt 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 isnt there already) and
cant 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 doesnt 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 doesnt do anything that you dont 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
doesnt 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 doesnt do anything that you dont 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 doesnt
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 doesnt do anything that you dont 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 items 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 doesnt 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 spells 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 spells 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 arent 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 cant 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 cant 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 spells 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 isnt 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')
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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 spells 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 creatures
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 spells 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 spells 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
fissures 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 structures 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 doesnt 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 its
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 spells 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.
- Bears
Endurance. The target has advantage on Constitution checks. It also gains 2d6
temporary hit points, which are lost when the spell ends.
- Bulls Strength. The
target has advantage on Strength checks, and his or her carrying capacity
doubles.
- Cats Grace. The target has advantage on Dexterity checks. It also
doesnt take damage from falling 20 feet or less if it isnt incapacitated.
-
Eagles Splendor. The target has advantage on Charisma checks.
- Foxs Cunning.
The target thas advantage on Intelligence checks.
- Owls 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 targets
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 isnt 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 targets weapons also grow to match its new size. While these
weapons are enlarged, the targets attack with them deal 1d4 extra damage.
Reduce 
The targets 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 targets weapons
also shrink to match its new size. While these weapons are reduced, the
targets attacks with them deal 1d4 less damage (this cant 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 cant 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 cant 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 arent on the Ethereal Plance cant
perceive you and cant interact with you, unless a special ability or magic has
given them the ability to do so.
You ignore all objects and effects that
arent 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
doesnt 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 spells 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 cant 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')
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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 cant be created or transmuted by this spell. You also cant 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
artisans 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 cant 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 creatures 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 doesnt 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 creatures 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 creatures
Intelligence and Charisma scores become 1. The creature cant 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 spells 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 targets 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 spells 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
cant 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 familiars 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 cant 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
cant 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 cant 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 isnt specific
(such as "a green dragons 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 dont
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 isnt being worn or carried.
At Higher Levels: This spells 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 arent 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 arent
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 spells 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 spheres
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 isnt 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 dont 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 cant 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 spells 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 spells area cant 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 cages 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 cant 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 cant 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 cant 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 cant 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 targets movement is
unaffected by difficult terrain, and spells and other magical effects can
neither reduce the targets 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 targets
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 isnt 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 DMs 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 spells 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')
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from .spells import Spell
class GaseousForm(Spell):
"""You transform a willing creature you touch, along with everything its wearing
and carrying, into a misty cloud for the duration. The spell ends if the
creature drops to 0 hit points. An incorporeal creature isnt affected.
While
in this form, the targets 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 cant fall and remains hovering in the air even when
stunned or otherwise incapacitated.
While in the form of a misty cloud, the
target cant talk or manipulate objects, and any objects it was carrying or
holding cant be dropped, used, or otherwise interacted with. The target cant
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 doesnt work). If that creature is on a plane other than the
one you are on, the portal opens in the named creatures 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 cant 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 cant 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 dont 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 corpses 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 cant 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 dont trigger the
glyph, such as those who say a certain password.
When you inscribe the glyph,
choose explosive runes or a spell glyph.
Explosive Runes
When triggered, the
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
Spell Glyph
You can store a
prepared spell of 3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or an area. The
spell being stored has no immediate effect when cast in this way. When the glyph
is triggered, the stored spell is cast. If the spell has a target, it targets
the creature that triggered the glyph. If the spell affects an area, the area is
centered on that creature. If the spell summons hostile creatures or creates
harmful objects or traps, they appear as close as possible to the intruder and
attack it. If the spell requires concentration, it lasts until the end of its
full duration.
At Higher Levels:
"""
name = "Glyph Of Warding"
level = 3
casting_time = "1 hour"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """Incense and powdered diamond worth at least 200 gp, which the spell consumes"""
duration = "Until dispelled or triggered"
ritual = False
magic_school = "Abjuration"
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 targets
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 targets 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 targets attunement to a cursed magic item
*
Any reduction to one of the targets ability scores
* One effect reducing the
targets 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 isnt 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 spells 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')
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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 cant 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 spells 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 cant 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, cant 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 cant 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 cant be turned into undead.
Extradimensional Interference
Affected creatures cant 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 dont 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 arent 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 isnt 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 cant
reduce the targets 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 creatures 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 targets 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
cant 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 cant
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
doesnt 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 dont 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 saints 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 isnt 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 isnt 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')
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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 storms 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 spells 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 doesnt 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
spells 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 cant 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 doesnt
age. Divination spells cant 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 cant 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 cant 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 cant 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
creatures 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
spells 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 devils 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
Masters 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 creatures 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 devils 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
doesnt 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 devils 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 doesnt
provoke opportunity attacks, and if the direction rolled is blocked, the target
doesn't move.
The spells 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 spheres 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 spells 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 spells duration. The flames dont 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 cant 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 targets 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',)
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from .spells import Spell
class Jump(Spell):
"""You touch a creature. The creatures 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"
ritual = False
magic_school = "Transmutation"
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
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@@ -1,562 +0,0 @@
from .spells import Spell
class Jump(Spell):
"""You touch a creature. The creatures 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 targets 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 spells
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 arent 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 creatures 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 doesnt locate the
creature. This spell cant 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
cant 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 troglodytes 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 cant 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 isnt met
before the spell ends, the activity isnt 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 snakes 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 arent
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 elses voice, a lions 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 cant 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 = ()
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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')
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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 isnt 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
spells 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 cant 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 targets 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 spells 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 creatures 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 spells duration, the
weapons ammunition, or the weapon itself if its 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
weapons 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 arent 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 creatures 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 doesnt locate the creature.
This spell cant
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 objects 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 cant 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 targets 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')
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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 doesnt 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 cant 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 isnt 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 objects 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 paladins 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',)
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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 cant 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
openings 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 spells 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 creatures 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 doesnt, however, remove magical diseases,
curses, or similar effects; if these arent first removed prior to
casting the spell, they take effect when the creature returns to
life. The spell cant return an undead creature to life.
This spell closes all mortal wounds, but it doesnt 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 targets 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 owners 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 didnt die of old age, and that isnt 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 doesnt,
however, remove magical diseases, curses, and the like; if such
effects arent 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 cant 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 cant 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 = ()
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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 slings 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 hasnt 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 cant 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 spheres walls and thus roll the sphere at up to
half the creatures 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 cant 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')
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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 cant 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 openings 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 fall—it was pushed, it
slipped, or a strong wind might have knocked it off.
An affected target is so
convinced of the phantasms 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 phantasms 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 targets 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 creatures 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 creatures name, you can speak that name when you cast this spell to
request that creature, though you might get a different creature anyway (DMs
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 isnt 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 creatures 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 creatures 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 spells 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 DMs 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 spells
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 spells 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
targets (or the targets level, if it doesnt have a challenge rating). The
targets 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 doesnt
reduce the creatures normal form to 0 hit points, it isnt knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new
form, and it cant speak, cast spells, or take any other action that requires
hands or speech.
The targets gear melds into the new form. The creature cant
activate, use, wield, or otherwise benefit from any of its equipment. This spell
cant 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 spells 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
spells 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 dont 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 DMs choosing and
is no longer blinded. (Typically, a creature that is on a plane that isnt 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 wall—up to 90
feet long, 30 feet high, and 1 inch thick—centered 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 walls layers. As it passes or reaches
through each layer, the creature must make a Dexterity saving throw or be
affected by that layers 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 cant 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 cant 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 dont need to be consecutive;
keep track of both until the creature collects three of a kind. While this layer
is in place, spells cant 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 DMs choosing and is no longer blinded. (Typically, a creature that is on
a plane that isnt 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 spells 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 cant 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
isnt 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')
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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 creatures 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 doesnt, however, remove magical diseases,
curses, or similar effects; if these arent first removed prior to casting the
spell, they take effect when the creature returns to life. The spell cant
return an undead creature to life.
This spell closes all mortal wounds, but it
doesnt 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 arent 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 cant 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 targets 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 spells 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
targets 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 targets soul isnt
free or willing to do so, the spell fails.
The magic fashions a new body for
the creature to inhabit, which likely causes the creatures 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 owners
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
didnt die of old age, and that isnt 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
doesnt, however, remove magical diseases, curses, and the like; if such affects
arent 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 cant 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 arent 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 cant 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 cant cross
through the entrance into or out of the extradimensional space, but those inside
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
"""
name = "Rope Trick"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """Powdered corn extract and a twisted loop of parchment"""
duration = "1 hour"
ritual = False
magic_school = "Transmutation"
classes = ('Wizard',)
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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 spells 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 doesnt 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 isnt
being worn or carried also takes the damage if its in the spells
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 isnt 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 cant 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 doesnt return the creatures soul to
its body, only its animating spirit. Thus, the corpse cant learn
new information, doesnt comprehend anything that has happened
since it died, and cant 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 creatures 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 spells 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 cant 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 isnt met before the spell expires, the activity isnt
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 snakes 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 isnt 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 cant 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 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100
Viewed once 0143 4453 5473 74100
Description 0143 4453 5473 74100
False destination 0150 51100 -- --
================= ====== ============ ========== =========
**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 wizards
library, bed linen from a royal suite, or a chunk of marble from a
lichs 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 arent 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 elses
description, perhaps from a map.
“False destination” is a place that doesnt exist. Perhaps you
tried to scry an enemys 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 thats visually or thematically similar to
the target area. If you are heading for your home laboratory, for
example, you might wind up in another wizards 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 spells 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 isnt pushed. In addition,
unsecured objects that are completely within the area of effect
are automatically pushed 10 feet away from you by the spells
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
creatures 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
creatures 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 cant 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')
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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 isnt 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 ifits 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
creatures 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 isnt 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
creatures 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 cant 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 temples 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 temples 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 cant 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 cant appear inside the
temple, and creatures within cant 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
temples interior. Nothing can physically pass through the temples exterior. It
cant 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 cant cross an elevation
change of 10 feet or more. For example, the disk cant 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 cant 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 cant 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 spells 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 doesnt 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 spells
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 spells 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 isnt pushed.
In
addition, unsecured objects that are completely within the area of effect are
automatically pushed 10 feet away from you by the spells 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 isnt 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 isnt attached to another object or a
surface and isnt 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 spells 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 spells duration.
The ground in the
spells 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 spells 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 youre 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 arent
affected by this spell. An unwilling creature can make a Wisdom saving throw,
and if it succeeds, it isnt 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 targets (or its
level, if the target doesnt have a challenge rating). The targets 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 doesnt reduce the creatures normal
form to 0 hit points, it isnt knocked unconscious.
The creature is limited in
the actions it can perform by the nature of its new form, and it cant speak,
cast spells, or take any other action that requires hands or speech unless its
new form is capable of such actions.
The targets gear melds into the new form.
The creature cant 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 creatures size is no larger than the objects size and
the creatures 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 creatures 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
creatures 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 cant 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 creatures 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 creatures 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 targets defenses. On your next turn, you gain
advantage on your first attack roll against the target, provided that this spell
hasnt 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 walls 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
cant 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',)
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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 cant 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')
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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 spells 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')
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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 creatures 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 cant occupy the same
space as a creature or object. The wall doesnt 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 DMs discretion. If you maintain your
concentration on this spell for its whole duration, the wall
becomes permanent and cant 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 arent 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 = ()
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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
creatures 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 cant 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 creatures 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 isnt 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
walls 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 walls 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 walls 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 creatures 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 cant occupy the same space as
a creature or object. the wall doesnt 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 DMs discretion.
If you maintain your
concentration on this spell for its whole duration, the wall becomes permanent
and cant 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 walls
space is difficult terrain.
Any ranged weapon attack that enters the walls
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 walls water doesnt 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 spells 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 spells duration.
Any creature in the
spheres 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 arent
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 creatures deepest fears, manifesting its worst
nightmares as an implacable threat. At the end of each of the frightened
creatures 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 arent secured to anything and that arent 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 cant 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 cant 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 cant 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 cant 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 dont 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 isnt 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 lichs 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 opponents successful save, a
foes critical hit, or a friends 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 items 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 cant be reduced or
prevented in any way. In addition, your Strength drops to 3, if it isnt 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 spells 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 spells 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 isnt 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 spells 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',)
+1
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@@ -0,0 +1 @@
from .spells import Spell
+1
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@@ -0,0 +1 @@
from .spells import Spell
+49
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@@ -0,0 +1,49 @@
from .spells import Spell
class ZephyrStrike(Spell):
"""You move like the wind. Until the spell ends, your movement doesnt 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 spells 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
cant 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')
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+13 -1
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@@ -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
+11
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@@ -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