Added a test to check that all spells are valid rst.

This commit is contained in:
Mark Wolfman
2021-04-14 13:04:46 -05:00
parent 4aa43d2bec
commit c8577187b0
7 changed files with 133 additions and 111 deletions
+53 -62
View File
@@ -441,25 +441,26 @@ class GuardianOfNature(Spell):
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.
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.
- 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.
difficult terrain for your enemies.
"""
name = "Guardian Of Nature"
level = 4
@@ -480,57 +481,49 @@ class GuardsAndWards(Spell):
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.
- **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.
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
@@ -619,19 +612,17 @@ class GuidingHand(Spell):
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.
Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object
that is neither held nor carried and that weighs no more than 5
pounds. The object is pushed up to 10 feet away from you. It
isn't pushed with enough force to cause damage.
that is neither held nor carried and that weighs no more than 5
pounds. The object is pushed up to 10 feet away from you. It
isn't pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing
leaves to rustle, wind to slam shutters shut, or your clothing
to ripple in a breeze.
leaves to rustle, wind to slam shutters shut, or your clothing
to ripple in a breeze.
"""
name = "Gust"
level = 0