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added ALL spells; can add magic weapons/armor/shields using +X in name
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from .spells import Spell
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class TashasHideousLaughter(Spell):
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"""A creature of your choice that you can see within range perceives everything as
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hilariously funny and falls into fits of laughter if this spell affects it. The
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target must succeed on a Wisdom saving throw or fall prone, becoming
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incapacitated and unable to stand up for the duration. A creature with an
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Intelligence score of 4 or less isn’t affected.
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At the end of each of its
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turns, and each time it takes damage, the target can make another Wisdom saving
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throw. The target has advantage on the saving throw ifit’s triggered by damage.
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On a success, the spell ends.
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"""
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name = "Tashas Hideous Laughter"
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level = 1
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """Tiny tarts and a feather that is waved in the air"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Wizard')
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class Telekinesis(Spell):
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"""You gain the ability to move or manipulate creatures or objects by thought.
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When
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you cast the spell, and as your action each round for the duration, you can
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exert your will on one creature or object that you can see within range, causing
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the appropriate effect below. You can affect the same target round after round,
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or choose a new one at any time. If you switch targets, the prior target is no
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longer affected by the spell.
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Creature
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You can try to move a Huge or smaller
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creature. Make an ability check with your spellcasting ability contested by the
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creature’s Strength check. If you win the contest, you move the creature up to
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30 feet in any direction, including upward but not beyond the range of this
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spell. Until the end of your next turn, the creature is restrained in your
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telekinetic grip. A creature lifted upward is suspended in mid-air.
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On
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subsequent rounds, you can use your action to attempt to maintain your
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telekinetic grip on the creature by repeating the contest.
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Object
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You can try
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to move an object that weighs up to 1,000 pounds. If the object isn’t being worn
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or carried, you automatically move it up to 30 feet in any direction, but not
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beyond the range of this spell.
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If the object is worn or carried by a creature,
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you must make an ability check with your spellcasting ability contested by that
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creature’s Strength check. If you succeed, you pull the object away from that
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creature and can move it up to 30 feet in any direction but not beyond the range
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of this spell.
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You can exert fine control on objects with your telekinetic
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grip, such as manipulating a simple tool, opening a door or a container, stowing
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or retrieving an item from an open container, or pouring the contents from a
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vial.
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"""
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name = "Telekinesis"
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level = 5
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Sorcerer', 'Wizard')
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class Telepathy(Spell):
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"""You create a telepathic link between yourself and a willing creature with which
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you are familiar.
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The creature can be anywhere on the same plane of existence as
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you. The spell ends if you or the target are no longer on the same plane.
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Until the spell ends, you and the target can instantaneously share words,
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images, sounds, and other sensory messages with one another through the link,
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and the target recognizes you as the creature it is communicating with. The
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spell enables a creature with an Intelligence score of at least 1 to understand
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the meaning of your words and take in the scope of any sensory messages you send
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to it.
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"""
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name = "Telepathy"
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level = 8
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casting_time = "1 action"
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casting_range = "Unlimited"
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components = ('V', 'S', 'M')
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materials = """A pair of linked silver rings"""
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duration = "24 hours"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class Teleport(Spell):
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"""This spell instantly transports you and up to eight willing creatures of your
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choice that you can see within range, or a single object that you can see within
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range, to a destination you select. If you target an object, it must be able to
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fit entirely inside a 10-foot cube, and it can’t be held or carried by an
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unwilling creature.
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The destination you choose must be known to you, and it
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must be on the same plane of existence as you. Your familiarity with the
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destination determines whether you arrive there successfully. The DM rolls d100
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and consults the table.
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Familiarity
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Mishap Similar Area Off Target On Target
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Permanent circle — —
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— 01-100
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Associated object — — — 01-100
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Very
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familiar 01-05 06-13 14-24 25-100
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Seen casually 01-33
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34-43 44-53 54-100
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Viewed once 01-43 44-53 54-73 74-100
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Description 01-43 44-53 54-73 74-100
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False destination 01-50
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51-100 — —
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Familiarity.
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"Permanent circle" means a permanent
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teleportation circle whose sigil sequence you know. "Associated object" means
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that you possess an object taken from the desired destination within the last
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six months, such as a book from a wizard's library, bed linen from a royal
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suite, or a chunk of marble from a lich's secret tomb.
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"Very familiar" is a
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place you have been very often, a place you have carefully studied, or a place
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you can see when you cast the spell. "Seen casually" is someplace you have seen
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more than once but with which you aren't very familiar. "Viewed once" is a place
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you have seen once, possibly using magic. "Description" is a place whose
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location and appearance you know through someone else's description, perhaps
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from a map.
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"False destination" is a place that doesn't exist. Perhaps you tried
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to scry an enemy's sanctum but instead viewed an illusion, or you are
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attempting to teleport to a familiar location that no longer exists.
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On Target
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You and your group (or the target object) appear where you want to.
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Off Target
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You and your group (or the target object) appear a random distance away from the
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destination in a random direction. Distance off target is 1d10 x 1d10 percent
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of the distance that was to be traveled. For example, if you tried to travel 120
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miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
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be off target by 15 percent, or 18 miles. The DM determines the direction off
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target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as
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east, and so on around the points of the compass. If you were teleporting to a
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coastal city and wound up 18 miles out at sea, you could be in trouble.
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Similar
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Area
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You and your group (or the target object) wind up in a different area
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that's visually or thematically similar to the target area. If you are heading
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for your home laboratory, for example, you might wind up in another wizard's
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laboratory or in an alchemical supply shop that has many of the same tools and
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implements as your laboratory. Generally, you appear in the closest similar
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place, but since the spell has no range limit, you could conceivably wind up
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anywhere on the plane.
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Mishap
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The spell's unpredictable magic results in a
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difficult journey. Each teleporting creature (or the target object) takes 3d10
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force damage, and the DM rerolls on the table to see where you wind up (multiple
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mishaps can occur, dealing damage each time).
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"""
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name = "Teleport"
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level = 7
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casting_time = "1 action"
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casting_range = "10 feet"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Bard', 'Sorcerer', 'Wizard')
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class TeleportationCircle(Spell):
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"""As you cast the spell, you draw a 10-foot-diameter circle on the ground
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inscribed with sigils that link your location to a permanent teleportation
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circle of your choice whose sigil sequence you know and that is on the same
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plane of existence as you.
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A shimmering portal opens within the circle you drew
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and remains open until the end of your next turn. Any creature that enters the
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portal instantly appears within 5 feet of the destination circle or in the
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nearest unoccupied space if that space is occupied.
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Many major temples, guilds,
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and other important places have permanent teleportation circles inscribed
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somewhere within their confines. Each such circle includes a unique sigil
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sequence – a string of magical runes arranged in a particular pattern. When you
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first gain the ability to cast this spell, you learn the sigil sequences for two
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destinations on the Material Plane, determined by the DM. You can learn
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additional sigil sequences during your adventures. You can commit a new sigil
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sequence to memory after studying it for 1 minute.
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You can create a permanent
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teleportation circle by casting this spell in the same location every day for
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one year. You need not use the circle to teleport when you cast the spell in
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this way.
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"""
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name = "Teleportation Circle"
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level = 5
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casting_time = "1 minute"
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casting_range = "10 feet"
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components = ('V', 'M')
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materials = """Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes"""
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duration = "1 round"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Bard', 'Sorcerer', 'Wizard')
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class TempleOfTheGods(Spell):
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"""You cause a temple to shimmer into existence on ground you can see within range.
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The temple must fit within an unoccupied cube of space, up to 120 feet on each
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side. The temple remains until the spell ends. It is dedicated to whatever god,
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pantheon, or philosophy is represented by the holy symbol used in the casting.
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You make all decisions about the temple’s appearance. The interior is enclosed
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by a floor, walls, and a roof, with one door granting access to the interior and
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as many windows as you wish. Only you and any creatures you designate when you
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cast the spell can open or close the door.
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The temple’s interior is an open
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space with an idol or altar at one end. You decide whether the temple is
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illuminated and whether that illumination is bright light or dim light. The
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smell of burning incense fills the air within, and the temperature is mild.
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The
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temple opposes types of creatures you choose when you cast this spell. Choose
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one or more of the following: celestials, elementals, fey, fiends, or undead. If
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a creature of the chosen type attempts to enter the temple, that creature must
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make a Charisma saving throw. On a failed save, it can’t enter the temple for 24
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hours. Even if the creature can enter the temple, the magic there hinders it;
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whenever it makes an attack roll, an ability check, or a saving throw inside the
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temple, it must roll a d4 and subtract the number rolled from the d20 roll.
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In
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addition, the sensors created by divination spells can’t appear inside the
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temple, and creatures within can’t be targeted by divination spells.
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Finally,
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whenever any creature in the temple regains hit points from a spell of 1st level
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or higher, the creature regains additional hit points equal to your Wisdom
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modifier (minimum 1 hit point).
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The temple is made from opaque magical force
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that extends into the Ethereal Plane, thus blocking ethereal travel into the
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temple’s interior. Nothing can physically pass through the temple’s exterior. It
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can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
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disintegrate spell destroys the temple instantly.
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Casting this spell on the same
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spot every day for a year makes this effect permanent.
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"""
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name = "Temple Of The Gods"
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level = 7
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casting_time = "1 hour"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A holy symbol worth at least 5 gp"""
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duration = "24 hours"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Cleric',)
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class TensersFloatingDisk(Spell):
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"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and
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1 inch thick, that floats 3 feet above the ground in an unoccupied space of
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your choice that you can see within range.
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The disk remains for the duration,
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and can hold up to 500 pounds. If more weight is placed on it, the spell ends,
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and everything on the disk falls to the ground.
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The disk is immobile while you
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are within 20 feet of it. If you move more than 20 feet away from it, the disk
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follows you so that it remains within 20 feet of you. It can more across uneven
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terrain, up or down stairs, slopes and the like, but it can’t cross an elevation
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change of 10 feet or more. For example, the disk can’t move across a 10-foot-
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deep pit, nor could it leave such a pit if it was created at the bottom.
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If you
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move more than 100 feet from the disk (typically because it can’t move around
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an obstacle to follow you), the spell ends.
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"""
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name = "Tensers Floating Disk"
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level = 1
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A drop of mercury"""
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duration = "1 hour"
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ritual = True
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magic_school = "Conjuration"
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classes = ('Wizard',)
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class TensersTransformation(Spell):
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"""You endow yourself with endurance and martial prowess fueled by magic. Until the
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spell ends, you can’t cast spells, and you gain the following benefits:
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- You
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gain 50 temporary hit points. If any of these remain when the spell ends, they
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are lost.
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- You have advantage on attack rolls that you make with simple and
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martial weapons.
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- When you hit a target with a weapon attack, that target takes
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an extra 2d12 force
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damage.
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- You have proficiency with all armor, shields,
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simple weapons, and martial weapons.
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- You have proficiency in Strength and
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Constitution saving throws.
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- You can attack twice, instead of once, when you
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take the Attack action on your turn. You ignore this benefit if you already have
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a feature, like Extra Attack, that gives you extra attacks.
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Immediately after
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the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
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one level of exhaustion.
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"""
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name = "Tensers Transformation"
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level = 6
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S', 'M')
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materials = """A few hairs from a bull"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Wizard',)
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class Thaumaturgy(Spell):
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"""You manifest a minor wonder, a sign of supernatural power, within range. You
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create one of the following magical effects within range:
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* Your voice booms up
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to three times as loud as normal for 1 minute.
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* You cause flames to flicker,
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brighten, dim, or change color for 1 minute.
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* You cause harmless tremors in the
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ground for 1 minute.
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* You create an instantaneous sound that originates from a
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point of your choice within range, such as a rumble of thunder, the cry of a
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raven, or ominous whispers.
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* You instantaneously cause an unlocked door or
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window to fly open or slam shut.
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* You alter the appearance of your eyes for 1
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minute.
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If you cast this spell multiple times, you can have up to three of its
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1-minute effects active at a time, and you can dismiss such an effect as an
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action.
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"""
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name = "Thaumaturgy"
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level = 0
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V',)
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materials = """"""
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duration = "Up to 1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Cleric',)
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class ThornWhip(Spell):
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"""You create a long, vine-like whip covered in thorns that lashes out at your
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command toward a creature in range. Make a melee spell attack against the
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target. If the attack hits, the creature takes 1d6 piercing damage, and if the
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creature is Large or smaller, you pull the creature up to 10 feet closer to you.
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At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th
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level (2d6), 11th level (3d6), and 17th level (4d6).
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"""
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name = "Thorn Whip"
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level = 0
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """The stem of a plant with thorns"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid',)
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class ThunderStep(Spell):
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"""You teleport yourself to an unoccupied space you can see within range.
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Immediately after you disappear, a thunderous boom sounds, and each creature
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within 10 feet of the space you left must make a Constitution saving throw,
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taking 3d10 thunder damage on a failed save, or half as much damage on a
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successful one. The thunder can be heard from up to 300 feet away.
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You can bring
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along objects as long as their weight doesn’t exceed what you can carry. You
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can also teleport one willing creature of your size or smaller who is carrying
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gear up to its carrying capacity. The creature must be within 5 feet of you when
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you cast this spell, and there must be an unoccupied space within 5 feet of
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your destination space for the creature to appear in; otherwise, the creature is
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left behind.
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At Higher Levels: When you cast this spell using a spell slot of
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4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
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"""
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name = "Thunder Step"
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level = 3
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class Thunderclap(Spell):
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"""You create a burst of thunderous sound, which can be heard 100 feet away.
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Each
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creature other than you within 5 feet of you must make a Constitution saving
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throw. On a failed save, the creature takes 1d6 thunder damage.
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The spell’s
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damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
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17th level (4d6).
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"""
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name = "Thunderclap"
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level = 0
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casting_time = "1 action"
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casting_range = "5 feet"
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components = ('S',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Bard', 'Sorcerer', 'Druid', 'Warlock', 'Wizard')
|
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|
||||
class ThunderousSmite(Spell):
|
||||
"""The first time you hit with a melee weapon attack during this spell’s duration,
|
||||
your weapon rings with thunder that is audible within 300 feet of you, and the
|
||||
attack deals an extra 2d6 thunder damage to the target. Additionally, if the
|
||||
target is a creature, it must succeed on a Strength saving throw or be pushed 10
|
||||
feet away from you and knocked prone.
|
||||
"""
|
||||
name = "Thunderous Smite"
|
||||
level = 1
|
||||
casting_time = "1 bonus action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Paladin',)
|
||||
|
||||
|
||||
class Thunderwave(Spell):
|
||||
"""A wave of thunderous force sweeps out from you.
|
||||
Each creature in a 15-foot cube
|
||||
originating from you must make a Constitution saving throw. On a failed save, a
|
||||
creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a
|
||||
successful save, the creature takes half as much damage and isn’t pushed.
|
||||
|
||||
In
|
||||
addition, unsecured objects that are completely within the area of effect are
|
||||
automatically pushed 10 feet away from you by the spell’s effect, and the spell
|
||||
emits a thunderous boom audible out to 300 feet.
|
||||
|
||||
At Higher Levels: When you
|
||||
cast this spell using a spell slot of 2nd level or higher, the damage increases
|
||||
by 1d8 for each slot level above 1st.
|
||||
"""
|
||||
name = "Thunderwave"
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (15-foot cube)"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Evocation"
|
||||
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class TidalWave(Spell):
|
||||
"""You conjure up a wave of water that crashes down on an area within range. The
|
||||
area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each
|
||||
creature in that area must make a Dexterity saving throw. On a failed save, a
|
||||
creature takes 4d8 bludgeoning damage and is knocked prone. On a successful
|
||||
save, a creature takes half as much damage and isn’t knocked prone. The water
|
||||
then spreads out across the ground in all directions, extinguishing unprotected
|
||||
flames in its area and within 30 feet of it, and then it vanishes.
|
||||
"""
|
||||
name = "Tidal Wave"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of water"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Wizard', 'Sorcerer')
|
||||
|
||||
|
||||
class TimeStop(Spell):
|
||||
"""You briefly stop the flow of time for everyone but yourself. No time passes for
|
||||
other creatures, while you take 1d4 + 1 turns in a row, during which you can use
|
||||
actions and move as normal.
|
||||
|
||||
This spell ends if one of the actions you use
|
||||
during this period, or any effects that you create during this period, affects a
|
||||
creature other than you or an object being worn or carried by someone other
|
||||
than you. In addition, the spell ends if you move to a place more than 1,000
|
||||
feet from the location where you cast it.
|
||||
"""
|
||||
name = "Time Stop"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V',)
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Sorcerer', 'Wizard')
|
||||
|
||||
|
||||
class TinyServant(Spell):
|
||||
"""You touch one Tiny, nonmagical object that isn’t attached to another object or a
|
||||
surface and isn’t being carried by another creature. The target animates and
|
||||
sprouts little arms and legs, becoming a creature under your control until the
|
||||
spell ends or the creature drops to 0 hit points. See the stat block for its
|
||||
statistics.
|
||||
As a bonus action, you can mentally command the creature if it is
|
||||
within 120 feet of you. (If you control multiple creatures with this spell, you
|
||||
can command any or all of them at the same time, issuing the same command to
|
||||
each one.) You decide what action the creature will take and where it will move
|
||||
during its next turn, or you can issue a simple, general command, such as to
|
||||
fetch a key, stand watch, or stack some books. If you issue no commands, the
|
||||
servant does nothing other than defend itself against hostile creatures. Once
|
||||
given an order, the servant continues to follow that order until its task is
|
||||
complete.
|
||||
When the creature drops to 0 hit points, it reverts to its original
|
||||
form, and any remaining damage carries over to that form.
|
||||
|
||||
At Higher Levels:
|
||||
When you cast this spell using a spell slot of 4th level or higher, you can
|
||||
animate two additional objects for each slot level above 3rd.
|
||||
"""
|
||||
name = "Tiny Servant"
|
||||
level = 3
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "8 hours"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Wizard',)
|
||||
|
||||
|
||||
class TollTheDead(Spell):
|
||||
"""You point at one creature you can see within range, and the sound of a dolorous
|
||||
bell fills the air around it for a moment. The target must succeed on a Wisdom
|
||||
saving throw or take 1d8 necrotic damage. If the target is missing any of its
|
||||
hit points, it instead takes 1d12 necrotic damage.
|
||||
The spell’s damage increases
|
||||
by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
|
||||
17th level (4d8 or 4d12).
|
||||
"""
|
||||
name = "Toll The Dead"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "60 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Warlock', 'Wizard', 'Cleric')
|
||||
|
||||
|
||||
class Tongues(Spell):
|
||||
"""This spell grants the creature you touch the ability to understand any spoken
|
||||
language it hears. Moreover, when the target speaks, any creature that knows at
|
||||
least one language and can hear the target understands what it says.
|
||||
"""
|
||||
name = "Tongues"
|
||||
level = 3
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'M')
|
||||
materials = """A small clay model of a ziggurat"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class TransmuteRock(Spell):
|
||||
"""You choose an area of stone or mud that you can see that fits within a 40-foot
|
||||
cube and is within range, and choose one of the following effects.
|
||||
Transmute
|
||||
Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
|
||||
thick, flowing mud that remains for the spell’s duration.
|
||||
The ground in the
|
||||
spell’s area becomes muddy enough that creatures can sink into it. Each foot
|
||||
that a creature moves through the mud costs 4 feet of movement, and any creature
|
||||
on the ground when you cast the spell must make a Strength saving throw. A
|
||||
creature must also make the saving throw when it moves into the area for the
|
||||
first time on a turn or ends its turn there. On a failed save, a creature sinks
|
||||
into the mud and is restrained, though it can use an action to end the
|
||||
restrained condition on itself by pulling itself free of the mud.
|
||||
If you cast
|
||||
the spell on a ceiling, the mud falls. Any creature under the mud when it falls
|
||||
must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a
|
||||
failed save, or half as much damage on a successful one.
|
||||
Transmute Mud to Rock.
|
||||
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
|
||||
into soft stone for the spell’s duration. Any creature in the mud when it
|
||||
transforms must make a Dexterity saving throw. On a successful save, a creature
|
||||
is shunted safely to the surface in an unoccupied space. On a failed save, a
|
||||
creature becomes restrained by the rock. A restrained creature, or another
|
||||
creature within reach, can use an action to try to break the rock by succeeding
|
||||
on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25
|
||||
hit points, and it is immune to poison and psychic damage.
|
||||
"""
|
||||
name = "Transmute Rock"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "120 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """Clay and water"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Druid', 'Wizard')
|
||||
|
||||
|
||||
class TransportViaPlants(Spell):
|
||||
"""This spell creates a magical link between a Large or larger inanimate plant
|
||||
within range and another plant, at any distance, on the same plane of existence.
|
||||
You must have seen or touched the destination plant at least once before. For
|
||||
the duration, any creature can step into the target plant and exit from the
|
||||
destination plant by using 5 feet of movement.
|
||||
"""
|
||||
name = "Transport Via Plants"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "10 feet"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "1 round"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
class TreeStride(Spell):
|
||||
"""You gain the ability to enter a tree and move from inside it to inside another
|
||||
tree of the same kind within 500 feet.
|
||||
Both trees must be living and at least
|
||||
the same size as you. You must use 5 feet of movement to enter a tree. You
|
||||
instantly know the location of all other trees of the same kind within 500 feet
|
||||
and, as part of the move used to enter the tree, can either pass into one of
|
||||
those trees or step out of the tree you’re in. You appear in a spot of your
|
||||
choice within 5 feet of the destination tree, using another 5 feet of movement.
|
||||
If you have no movement left, you appear within 5 feet of the tree you entered.
|
||||
|
||||
|
||||
You can use this transportation ability once per round for the duration. You
|
||||
must end each turn outside a tree.
|
||||
"""
|
||||
name = "Tree Stride"
|
||||
level = 5
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 minute"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid', 'Ranger')
|
||||
|
||||
|
||||
class TruePolymorph(Spell):
|
||||
"""Choose one creature or nonmagical object that you can see within range. You
|
||||
transform the creature into a different creature, the creature into an object,
|
||||
or the object into a creature (the object must be neither worn nor carried by
|
||||
another creature). The transformation lasts for the duration, or until the
|
||||
target drops to 0 hit points or dies. If you concentrate on this spell for the
|
||||
full duration, the transformation becomes permanent.
|
||||
|
||||
Shapechangers aren’t
|
||||
affected by this spell. An unwilling creature can make a Wisdom saving throw,
|
||||
and if it succeeds, it isn’t affected by this spell.
|
||||
|
||||
Creature into Creature
|
||||
If
|
||||
you turn a creature into another kind of creature, the new form can be any kind
|
||||
you choose whose challenge rating is equal to or less than the target’s (or its
|
||||
level, if the target doesn’t have a challenge rating). The target’s game
|
||||
statistics, including mental ability scores, are replaced by the statistics of
|
||||
the new form. It retains its alignment and personality.
|
||||
The target assumes the
|
||||
hit points of its new form, and when it reverts to its normal form, the creature
|
||||
returns to the number of hit points it had before it transformed. If it reverts
|
||||
as a result of dropping to 0 hit points, any excess damage carries over to its
|
||||
normal form. As long as the excess damage doesn’t reduce the creature’s normal
|
||||
form to 0 hit points, it isn’t knocked unconscious.
|
||||
The creature is limited in
|
||||
the actions it can perform by the nature of its new form, and it can’t speak,
|
||||
cast spells, or take any other action that requires hands or speech unless its
|
||||
new form is capable of such actions.
|
||||
The target’s gear melds into the new form.
|
||||
The creature can’t activate, use, wield, or otherwise benefit from any of its
|
||||
equipment.
|
||||
|
||||
Object into Creature
|
||||
You can turn an object into any kind of
|
||||
creature, as long as the creature’s size is no larger than the object’s size and
|
||||
the creature’s challenge rating is 9 or lower. The creature is friendly to you
|
||||
and your companions. It acts on each of your turns. You decide what action it
|
||||
takes and how it moves. The DM has the creature’s statistics and resolves all of
|
||||
its actions and movement.
|
||||
If the spell becomes permanent, you no longer control
|
||||
the creature. It might remain friendly to you, depending on how you have
|
||||
treated it.
|
||||
|
||||
Creature into Object
|
||||
If you turn a creature into an object, it
|
||||
transforms along with whatever it is wearing and carrying into that form. The
|
||||
creature’s statistics become those of the object, and the creature has no memory
|
||||
of time spent in this form, after the spell ends and it returns to its normal
|
||||
form.
|
||||
|
||||
This spell can’t affect a target that has 0 hit points.
|
||||
"""
|
||||
name = "True Polymorph"
|
||||
level = 9
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A drop of mercury, a dollop of gum arabic, and a wisp of smoke"""
|
||||
duration = "Concentration, up to 1 hour"
|
||||
ritual = False
|
||||
magic_school = "Transmutation"
|
||||
classes = ('Bard', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class TrueResurrection(Spell):
|
||||
"""You touch a creature that has been dead for no longer than 200 years and that
|
||||
died for any reason except old age. If the creature’s soul is free and willing,
|
||||
the creature is restored to life with all its hit points.
|
||||
|
||||
This spell closes all
|
||||
wounds, neutralizes any poison, cures all diseases, and lifts any curses
|
||||
affecting the creature when it died. The spell replaces damaged or missing
|
||||
organs or limbs.
|
||||
|
||||
The spell can even provide a new body if the original no
|
||||
longer exists, in which case you must speak the creature’s name. The creature
|
||||
then appears in an unoccupied space you choose within 10 feet of you.
|
||||
"""
|
||||
name = "True Resurrection"
|
||||
level = 9
|
||||
casting_time = "1 hour"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"""
|
||||
duration = "Instantaneous"
|
||||
ritual = False
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Cleric', 'Druid')
|
||||
|
||||
|
||||
class TrueSeeing(Spell):
|
||||
"""This spell gives the willing creature you touch the ability to see things as
|
||||
they actually are. For the duration, the creature has truesight, notices secret
|
||||
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
|
||||
of 120 feet.
|
||||
"""
|
||||
name = "True Seeing"
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "Touch"
|
||||
components = ('V', 'S', 'M')
|
||||
materials = """An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"""
|
||||
duration = "1 hour"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class TrueStrike(Spell):
|
||||
"""You extend your hand and point a finger at a target in range. Your magic grants
|
||||
you a brief insight into the target’s defenses. On your next turn, you gain
|
||||
advantage on your first attack roll against the target, provided that this spell
|
||||
hasn’t ended.
|
||||
"""
|
||||
name = "True Strike"
|
||||
level = 0
|
||||
casting_time = "1 action"
|
||||
casting_range = "30 feet"
|
||||
components = ('S',)
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 1 round"
|
||||
ritual = False
|
||||
magic_school = "Divination"
|
||||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||||
|
||||
|
||||
class Tsunami(Spell):
|
||||
"""A wall of water springs into existence at a point you choose within range. You
|
||||
can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The
|
||||
wall lasts for the duration.
|
||||
|
||||
When the wall appears, each creature within its
|
||||
area must make a Strength saving throw. On a failed save, a creature takes 6d10
|
||||
bludgeoning damage, or half as much damage on a successful save.
|
||||
|
||||
At the start
|
||||
of each of your turns after the wall appears, the wall, along with any creatures
|
||||
in it, moves 50 feet away from you. Any Huge or smaller creature inside the
|
||||
wall or whose space the wall enters when it moves must succeed on a Strength
|
||||
saving throw or take 5d10 bludgeoning damage. A creature can take this damage
|
||||
only once per round. At the end of the turn, the wall’s height is reduced by 50
|
||||
feet, and the damage creatures take from the spell on subsequent rounds is
|
||||
reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
|
||||
|
||||
A
|
||||
creature caught in the wall can move by swimming. Because of the force of the
|
||||
wave, though, the creature must make a successful Strength (Athletics) check
|
||||
against your spell save DC in order to move at all. If it fails the check, it
|
||||
can’t move. A creature that moves out of the area falls to the ground.
|
||||
"""
|
||||
name = "Tsunami"
|
||||
level = 8
|
||||
casting_time = "1 minute"
|
||||
casting_range = "Sight"
|
||||
components = ('V', 'S')
|
||||
materials = """"""
|
||||
duration = "Concentration, up to 6 rounds"
|
||||
ritual = False
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Druid',)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user