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Added a test to check that all spells are valid rst.
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@@ -441,25 +441,26 @@ class GuardianOfNature(Spell):
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powerful guardian. The transformation lasts until the spell
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ends. You choose one of the following forms to assume: Primal
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Beast or Great Tree.
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**Primal Beast.** Bestial fur covers your body, your facial
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features become feral, and you gain the following benefits:
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- Your walking speed increases by 10 feet.
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- You gain darkvision with a range of 120 feet.
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- You make Strength-based attack rolls with advantage.
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- Your melee weapon attacks deal an extra 1d6 force damage on a
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hit.
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hit.
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**Great Tree.** Your skin appears barky, leaves sprout from your
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hair, and you gain the following benefits:
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- You gain 10 temporary hit points.
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- You make Constitution saving throws with advantage.
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- You make Dexterity- and Wisdom-based attack rolls with advantage.
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- You make Dexterity- and Wisdom-based attack rolls with
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advantage.
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- While you are on the ground, the ground within 15 feet of you is
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difficult terrain for your enemies.
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difficult terrain for your enemies.
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"""
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name = "Guardian Of Nature"
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level = 4
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@@ -480,57 +481,49 @@ class GuardsAndWards(Spell):
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tall, and shaped as you desire. You can ward several stories of a
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stronghold by dividing the area among them, as long as you can
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walk into each contiguous area while you are casting the spell.
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When you cast this spell, you can specify individuals that are
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unaffected by any or all of the effects that you choose. You can
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also specify a password that, when spoken aloud, makes the speaker
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immune to these effects.
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Guards and wards creates the following effects within the warded
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area.
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Corridors: Fog fills all the warded corridors, making them heavily
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obscured. In addition, at each intersection or branching passage
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offering a choice of direction, there is a 50 percent chance that
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a creature other than you will believe it is going in the opposite
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direction from the one it chooses.
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Doors: All doors in the warded area are magically locked, as if
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sealed by an arcane lock spell. In addition, you can cover up to
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ten doors with an illusion (equivalent to the illusory object
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function of the m inor illusion spell) to make them appear as
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plain sections of wall.
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Stairs: Webs fill all stairs in the warded area from top to
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bottom, as the web spell. These strands regrow in 10 minutes if
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they are burned or torn away while guards and wards lasts.
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Other Spell Effect: You can place your choice of one of the
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following magical effects within the warded area of the
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stronghold.
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- Place dancing lights in four corridors. You can designate a
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simple program that the lights repeat as long as guards and
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wards lasts.
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- Place magic mouth in two locations.
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- Place stinking cloud in two locations. The vapors appear in the
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places you designate; they return within 10 minutes if dispersed
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by wind while guards and wards lasts.
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- Place a constant gust of wind in one corridor or room.
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- Place a suggestion in one location. You select an area of up to
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5 feet square, and any creature that enters or passes through
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the area receives the suggestion mentally.
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- **Corridors.** Fog fills all the warded corridors, making them
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heavily obscured. In addition, at each intersection or branching
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passage offering a choice of direction, there is a 50 percent
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chance that a creature other than you will believe it is going
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in the opposite direction from the one it chooses.
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- **Doors.** All doors in the warded area are magically locked, as
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if sealed by an arcane lock spell. In addition, you can cover up
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to ten doors with an illusion (equivalent to the illusory object
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function of the m inor illusion spell) to make them appear as
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plain sections of wall.
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- **Stairs.** Webs fill all stairs in the warded area from top to
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bottom, as the web spell. These strands regrow in 10 minutes if
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they are burned or torn away while guards and wards lasts.
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- **Other Spell Effect.** You can place your choice of one of the
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following magical effects within the warded area of the
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stronghold.
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- Place dancing lights in four corridors. You can designate a
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simple program that the lights repeat as long as guards and
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wards lasts.
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- Place magic mouth in two locations.
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- Place stinking cloud in two locations. The vapors appear in
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the places you designate; they return within 10 minutes if
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dispersed by wind while guards and wards lasts.
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- Place a constant gust of wind in one corridor or room.
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- Place a suggestion in one location. You select an area of up
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to 5 feet square, and any creature that enters or passes
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through the area receives the suggestion mentally.
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The whole warded area radiates magic. A dispel magic cast on a
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specific effect, if successful, removes only that effect.
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You can create a permanently guarded and warded structure by
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casting this spell there every day for one year.
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specific effect, if successful, removes only that effect. You can
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create a permanently guarded and warded structure by casting this
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spell there every day for one year.
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"""
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name = "Guards And Wards"
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level = 6
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@@ -619,19 +612,17 @@ class GuidingHand(Spell):
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class Gust(Spell):
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"""You seize the air and compel it to create one of the following
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effects at a point you can see within range:
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- One Medium or smaller creature that you choose must succeed on a
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Strength saving throw or be pushed up to 5 feet away from you.
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Strength saving throw or be pushed up to 5 feet away from you.
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- You create a small blast of air capable of moving one object
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that is neither held nor carried and that weighs no more than 5
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pounds. The object is pushed up to 10 feet away from you. It
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isn't pushed with enough force to cause damage.
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that is neither held nor carried and that weighs no more than 5
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pounds. The object is pushed up to 10 feet away from you. It
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isn't pushed with enough force to cause damage.
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- You create a harmless sensory affect using air, such as causing
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leaves to rustle, wind to slam shutters shut, or your clothing
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to ripple in a breeze.
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leaves to rustle, wind to slam shutters shut, or your clothing
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to ripple in a breeze.
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"""
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name = "Gust"
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level = 0
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