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Added some spell definitions.
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@@ -32,8 +32,638 @@ class AcidSplash(Spell):
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magic_school = "Conjuration"
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class Aid(Spell):
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"""Your spell bolsters your allies with toughness and resolve. Choose
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up to three creatures within range. Each target’s hit point
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maximum and current hit points increase by 5 for the duration.
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At Higher Levels: When you cast this spell using a spell slot of
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3rd level or higher, a target’s hit points increase by an
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additional 5 for each slot level above 2nd.
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"""
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level = 2
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A tiny strip of white cloth"
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duration = "8 hours"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin')
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class Alarm(Spell):
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"""You set an alarm against unwanted intrusion. Choose a door, a
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window, or an area within range that is no larger than a 20-foot
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cube. Until the spell ends, an alarm alerts you whenever a Tiny or
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larger creature touches or enters the warded area. When you cast
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the spell, you can designate creatures that won’t set off the
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alarm. You also choose whether the alarm is mental or audible. A
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mental alarm alerts you with a ping in your mind if you are within
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1 mile of the warded area. This ping awakens you if you are
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sleeping. An audible alarm produces the sound of a hand bell for
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10 seconds within 60 feet.
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"""
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level = 1
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casting_time = "1 minute"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A tiny bell and a piece of fine silver wire."
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duration = "8 hours"
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magic_school = "Abjuration"
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classes = ('Ranger', 'Wizard')
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class AlterSelf(Spell):
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"""You assume a different form. When you cast the spell, choose one of
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the following options, the effects of which last for the duration
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of the spell. While the spell lasts, you can end one option as an
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action to gain the benefits of a different one.
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*Aquatic Adaptation*: You adapt your body to an aquatic environment,
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sprouting gills and growing webbing between your fingers. You can
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breathe underwater and gain a swimming speed equal to your walking
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speed.
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*Change Appearance*: You transform your appearance. You decide
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what you look like, including your height, weight, facial
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features, sound of your voice, hair length, coloration, and
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distinguishing characteristics, if any. You can make yourself
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appear as a member of another race, though none of your statistics
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change. You also can't appear as a creature of a different size
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than you, and your basic shape stays the same; if you're bipedal,
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you can't use this spell to become quadrupedal, for instance. At
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any time for the duration of the spell, you can use your action to
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change your appearance in this way again.
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*Natural Weapons*: You grow claws, fangs, spines, horns, or a
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different natural weapon of your choice. Your unarmed strikes deal
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1d6 bludgeoning, piercing, or slashing damage, as appropriate to
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the natural weapon you chose, and you are proficient with your
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unarmed strikes. Finally, the natural weapon is magic and you have
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a +1 bonus to the attack and damage rolls you make using it.
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"""
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level = 2
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casting_time = "1 action"
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casting_range = "self"
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components = ("V", "S")
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duration = "Concentration, up to 1 hour"
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magic_school = "Transmutation"
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classes = ('Sorceror', 'Wizard', 'Warlock')
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class AnimalFriendship(Spell):
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"""This spell lets you convince a beast that you mean it no
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harm. Choose a beast that you can see within range. It must see
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and hear you. If the beast’s Intelligence is 4 or higher, the
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spell fails. Otherwise, the beast must succeed on a Wisdom saving
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throw or be charmed by you for the spell’s duration. If you or one
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of your companions harms the target, the spell ends.
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*At Higher Levels*: When you cast this spell using a spell slot of
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2nd level or higher, you can affect one additional beast for each
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slot level above 1st.
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"""
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level = 1
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A morsel of food"
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duration = "24 hours"
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Ranger')
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class AnimalMessenger(Spell):
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"""By means of this spell, you use an animal to deliver a
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message. Choose a Tiny beast you can see with in range, such as a
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squirrel, a blue jay, or a bat. You specify a location , which you
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must have visited, and a recipient who matches a general
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description , such as “a man or woman dressed in the uniform of
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the town guard” or “a red-haired dwarf wearing a pointed hat.” You
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also speak a message of up to twenty-five words. The target beast
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travels for the duration of the spell toward the specified
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location, covering about 50 miles per 24 hours for a flying
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messenger, or 25 miles for other animals.
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When the messenger arrives, it delivers your message to the
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creature that you described, replicating the sound of your
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voice. The messenger speaks only to a creature matching the
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description you gave. If the messenger doesn’t reach its
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destination before the spell ends, the message is lost, and the
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beast makes its way back to where you cast this spell.
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At Higher Levels: If you cast this spell using a spell slot of 3rd
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level or higher, the duration of the spell increases by 48 hours
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for each slot level above 2nd.
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"""
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level = 2
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A morsel of food"
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duration = "24 hours"
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Ranger')
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class AnimalShapes(Spell):
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"""Your magic turns others into beasts. Choose any number of willing
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creatures that you can see within range. You transform each target
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into the form of a Large or smaller beast with a challenge rating
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of 4 or lower. On subsequent turns, you can use your action to
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transform affected creatures into new forms.
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The transformation lasts for the duration for each target, or
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until the target drops to 0 hit points or dies. You can choose a
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different form for each target. A target’s game statistics are
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replaced by the statistics of the chosen beast, though the target
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retains its alignment and Intelligence, Wisdom and Charisma
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scores. The target assumes the hit points of its new form, and
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when it reverts to its normal form, it returns to the number of
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hit points it had before it transformed. If it reverts as a result
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of dropping to 0 hit points, any excess damage carries over to its
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normal form. As long as the excess damage doesn't reduce the
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creature’s normal form to 0 hit points, it isn't knocked
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unconscious. The creature is limited in the actions it can perform
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by the nature of its new form, and it can’t speak or cast spells.
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The target’s gear melds into the new form. The target can’t
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activate, wield, or otherwise benefit from any of its equipment.
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"""
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level = 8
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S")
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duration = "Concentration, up to 24 hours"
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magic_school = "Transmutation"
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classes = ('Druid',)
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class AnimateDead(Spell):
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"""This spell creates an undead servant. Choose a pile of bones or a
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corpse of a medium or small humanoid within range. Your spell
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imbues the target with a foul mimicry of life, raising it as an
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undead creature. The target becomes a skeleton if you chose bones
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or a zombie if you chose a corpse (the DM has the creature’s game
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statistics).
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On each of your turns, you can use a bonus action to mentally
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command any creature you made with this spell if the creature is
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within 60 feet of you (if you control multiple creatures, you can
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command any or all of them at the same time, issuing the same
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command to each one). You decide what action the creature will
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take and where it will move during its next turn, or you can issue
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a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends
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itself against hostile creatures. Once given an order, the
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creature continues to follow it until its task is complete.
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The creature is under your control for 24 hours, after which it
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stops obeying any command you’ve given it. To maintain control of
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the creature for another 24 hours, you must cast this spell on the
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creature again before the current 24-hour period ends. This use of
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the spell reasserts your control over up to four creatures you
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have animated with this spell, rather than animating a new one.
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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, you animate or reassert control over two
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additional undead creatures for each slot level above 3rd. Each of
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the creatures must come from a different corpse or pile of bones.
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"""
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level = 3
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casting_time = "1 minute"
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casting_range = "10 ft"
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components = ("V", "S", "M")
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materials = "A drop of blood, a piece of flesh and a pinch of bone dust"
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duration = "instantaneous"
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magic_school = "Necromancy"
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classes = ('Cleric', 'Wizard', 'Paladin')
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class AnimateObjects(Spell):
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"""Objects come to life at your command. Choose up to ten nonmagical
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objects within range that are not being worn or carried. Medium
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targets count as two objects, Large targets count as four objects,
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Huge targets count as eight objects. You can’t animate any object
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larger than Huge. Each target animates and becomes a creature
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under your control until the spell ends or until reduced to 0 hit
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points.
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As a bonus action, you can mentally command any creature you made
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with this spell if the creature is within 500 feet of you (if you
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control multiple creatures, you can command any or all of them at
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the same time, issuing the same command to each one). You decide
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what action the creature will take and where it will move during
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its next turn, or you can issue a general command, such as to
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guard a particular chamber or corridor. If you issue no commands,
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the creature only defends itself against hostile creatures. Once
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given an order, the creature continues to follow it until its task
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is complete.
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**Animated Object Statistics**
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Size HP AC Attack Str Dex
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---- -- -- ------ --- ---
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Tiny 20 18 +8 to hit, 1D4+4 damage 4 18
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Small 25 16 +6 to hit, 1D8+2 damage 6 14
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Medium 40 13 +5 to hit, 2D6+1 damage 10 12
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Large 50 10 +6 to hit, 2D10+2 damage 14 10
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Huge 80 10 +8 to hit, 2D12+4 damage 18 6
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An animated object is a construct with AC, hit points, attacks,
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Strength, and Dexterity determined by its size. Its Constitution
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is 10 and its Intelligence and Wisdom are 3, and its Charisma is
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1. Its speed is 30 feet; if the object lacks legs or other
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appendages it can use for locomotion, it instead has a flying
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speed of 30 feet and can hover. If the object is securely attached
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to a surface or a larger object, such as a chain bolted to a wall,
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its speed is 0. It has blindsight with a radius of 30 feet and is
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blind beyond that distance. When the animated object drops to 0
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hit points, it reverts to its original object form, and any
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remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee
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attack against a creature within 5 feet of it. It makes a slam
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attack with an attack bonus and bludgeoning damage determined by
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its size. The DM might rule that a specific object inflicts
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slashing or piercing damage based on its form.
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*At Higher Levels*: If you cast this spell using a spell slot of
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6th level or higher, you can animate two additional objects for
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each slot level above 5th.
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"""
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level = 5
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casting_time = "1 action"
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casting_range = "120 ft"
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components = ("V", "S")
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duration = "Concentration, up to 1 minute."
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magic_school = "Transmutation"
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classes = ('Bard', 'Sorceror', 'Wizard')
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class AntilifeShell(Spell):
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"""A shimmering barrier extends out from you in a 10-foot radius and
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moves with you, remaining centered on you and hedging out
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creatures other than undead and constructs. The barrier lasts for
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the duration. The barrier prevents an affected creature from
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passing or reaching through. An affected creature can cast spells
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or make attacks with ranged or reach weapons through the
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barrier. If you move so that an affected creature is forced to
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pass through the barrier, the spell ends.
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"""
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level = 5
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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components = ("V", "S")
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ('Druid', )
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class AntimagicField(Spell):
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"""A 10-foot-radius invisible sphere of antimagic surrounds you. This
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area is divorced from the magical energy that suffuses the
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multiverse. Within the sphere, spells can’t be cast, summoned
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creatures disappear, and even magic items become mundane. Until
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the spell ends, the sphere moves with you, centered on you.
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Spells and other magical effects, except those created by an
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artifact or a deity, are suppressed in the sphere and can’t
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protrude into it. A slot expended to cast a suppressed spell is
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consumed. While an effect is suppressed, it doesn’t function, but
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the time it spends suppressed counts against its duration.
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**Targeted Effects** Spells and other magical effects, such as Magic
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Missile and Charm Person, that target a creature or an object in
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the sphere have no effect on that target.
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**Areas of Magic** The area of another spell or magical effect,
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such as Fireball, can’t extend into the sphere. If the sphere
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overlaps an area of magic, the part of the area that is covered by
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the sphere is suppressed. For example, the flames created by a
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Wall of Fire are suppressed within the sphere, creating a gap in
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the wall if the overlap is large enough.
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**Spells** Any active spell or other magical effect on a creature
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or an object in the sphere is suppressed while the creature or
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object is in it.
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**Magic Items** The properties and powers of magic items are
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suppressed in the sphere. For example, a + 1 longsword in the
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sphere functions as a nonmagical longsword.
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A magic weapon’s properties and powers are suppressed if it is
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used against a target in the sphere or wielded by an attacker in
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the sphere. If a magic weapon or a piece of magic ammunition fully
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leaves the sphere (for example, if you fire a magic arrow or throw
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a magic spear at a target outside the sphere), the magic of the
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item ceases to be suppressed as soon as it exits.
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**Magical Travel** Teleportation and planar travel fail to work in
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the sphere, whether the sphere is the destination or the departure
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point for such magical travel. A portal to another location,
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world, or plane of existence, as well as an opening to an
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extradimensional space such as that created by the Rope Trick
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spell, temporarily closes while in the sphere.
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**Creatures and Objects** A creature or object summoned or created
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by magic temporarily winks out of existence in the sphere. Such a
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creature instantly reappears once the space the creature occupied
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is no longer within the sphere.
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**Dispel Magic** Spells and magical effects such as Dispel Magic
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have no effect on the sphere. Likewise, the spheres created by
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different antimagic field spells don’t nullify each other.
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"""
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level = 8
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casting_time = "1 action"
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casting_range = "10-foot-radius sphere"
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components = ("V", "S", "M")
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materials = "A pinch of powdered iron or iron filings"
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Wizard')
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class AntipathySympathy(Spell):
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"""This spell attracts or repels creatures of your choice. You target
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something within range, either a Huge or smaller object or
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creature or an area that is no larger than a 200-foot cube. Then
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specify a kind of intelligent creature, such as red dragons,
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goblins, or vampires. You invest the target with an aura that
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either attracts or repels the specified creatures for the
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duration. Choose antipathy or sympathy as the aura’s effect.
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**Antipathy** The enchantment causes creatures of the kind you
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designated to feel an intense urge to leave the area and avoid the
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target. When such a creature can see the target or comes within 60
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feet of it, the creature must succeed on a Wisdom saving throw or
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become frightened. The creature remains frightened while it can
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see the target or is within 60 feet of it. While frightened by the
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target, the creature must use its movement to move to the nearest
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safe spot from which it can’t see the target. If the creature
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moves more than 60 feet from the target and can’t see it, the
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creature is no longer frightened, but the creature becomes
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frightened again if it regains sight of the target or moves within
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60 feet of it.
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**Sympathy** The enchantment causes the specified creatures to
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feel an intense urge to approach the target while within 60 feet
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of it or able to see it. When such a creature can see the target
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or comes within 60 feet of it, the creature must succeed on a
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Wisdom saving throw or use its movement on each of its turns to
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enter the area or move within reach of the target. When the
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creature has done so, it can’t willingly move away from the
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target. If the target damages or otherwise harms an affected
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creature, the affected creature can make a Wisdom saving throw to
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end the effect, as described below.
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**Ending the Effect** If an affected creature ends its turn while
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not within 60 feet of the target or able to see it, the creature
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makes a Wisdom saving throw. On a successful save, the creature is
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no longer affected by the target and recognizes the feeling of
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repugnance or attraction as magical. In addition, a creature
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affected by the spell is allowed another Wisdom saving throw every
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24 hours while the spell persists. A creature that successfully
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saves against this effect is immune to it for 1 minute, after
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which time it can be affected again.
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"""
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level = 8
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casting_time = "1 hour"
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casting_range = "60 ft"
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components = ("V", "S", "M")
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materials = "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect"
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duration = "instantaneous"
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magic_school = "10 days"
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classes = ('Druid', 'Wizard')
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class ArcaneEye(Spell):
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"""You create an invisible, magical eye within range that hovers in
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the air for the duration.
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You mentally receive visual information from the eye, which has
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normal vision and darkvision out to 30 feet. The eye can look in
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every direction.
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As an action, you can move the eye up to 30 feet in any
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direction. There is no limit to how far away from you the eye can
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move, but it can’t enter another plane of existence. A solid
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barrier blocks the eye’s movement, but the eye can pass through an
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opening as small as 1 inch in diameter.
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"""
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level = 4
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casting_time = "1 action"
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casting_range = "30 ft"
|
||||
components = ("V", "S", "M")
|
||||
materials = "A bit of bat fur"
|
||||
duration = "Concentration, up to 1 hour"
|
||||
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.
|
||||
|
||||
"""
|
||||
level = 6
|
||||
casting_time = "1 action"
|
||||
casting_range = "500 ft"
|
||||
components = ("V", "S")
|
||||
duration = "Concentration, up to 10 minutes"
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Sorceror', '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.
|
||||
|
||||
"""
|
||||
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"
|
||||
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 level above 1st.
|
||||
|
||||
"""
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self"
|
||||
components = ("V", "S", "M")
|
||||
materials = "A cup of water"
|
||||
duration = "1 hour"
|
||||
magic_school = "Abjuration"
|
||||
classes = ('Warlock', )
|
||||
|
||||
|
||||
class ArmsOfHadar(Spell):
|
||||
"""You invoke the power of Hadar, the Dark Hunger.
|
||||
|
||||
Tendrils of dark energy erupt from you and batter all creatures
|
||||
within 10 feet of you. Each creature in that area must make a
|
||||
Strength saving throw. On a failed save, a target takes 2d6
|
||||
necrotic damage and can’t take reactions until its next turn. On a
|
||||
successful save, the creature takes half damage, but suffers no
|
||||
other effect.
|
||||
|
||||
**At Higher Levels**: When you cast this spell using a spell slot
|
||||
of 2nd level or higher, the damage increases by 1d6 for each slot
|
||||
level above 1st.
|
||||
|
||||
"""
|
||||
level = 1
|
||||
casting_time = "1 action"
|
||||
casting_range = "Self (10-foot radius)"
|
||||
components = ("V", "S")
|
||||
duration = "instantaneous"
|
||||
magic_school = "Conjuration"
|
||||
classes = ('Warlock',)
|
||||
|
||||
|
||||
class AstralProjection(Spell):
|
||||
"""You and up to eight willing creatures within range project your
|
||||
astral bodies into the Astral Plane (the spell fails and the
|
||||
casting is wasted if you are already on that plane). The material
|
||||
body you leave behind is unconscious and in a state of suspended
|
||||
animation; it doesn’t need food or air and doesn’t age.
|
||||
|
||||
Your astral body resembles your mortal form in almost every way,
|
||||
replicating your game statistics and possessions. The principal
|
||||
difference is the addition of a silvery cord that extends from
|
||||
between your shoulder blades and trails behind you, fading to
|
||||
invisibility after 1 foot. This cord is your tether to your
|
||||
material body. As long as the tether remains intact, you can find
|
||||
your way home. If the cord is cut —something that can happen only
|
||||
when an effect specifically states that it does— your soul and
|
||||
body are separated, killing you instantly.
|
||||
|
||||
Your astral form can freely travel through the Astral Plane and
|
||||
can pass through portals there leading to any other plane. If you
|
||||
enter a new plane or return to the plane you were on when casting
|
||||
this spell, your body and possessions are transported along the
|
||||
silver cord, allowing you to re-enter your body as you enter the
|
||||
new plane. Your astral form is a separate incarnation. Any damage
|
||||
or other effects that apply to it have no effect on your physical
|
||||
body, nor do they persist when you return to it.
|
||||
|
||||
The spell ends for you and your companions when you use your
|
||||
action to dismiss it. When the spell ends, the affected creature
|
||||
returns to its physical body, and it awakens.
|
||||
|
||||
The spell might also end early for you or one of your
|
||||
companions. A successful dispel magic spell used against an astral
|
||||
or physical body ends the spell for that creature. If a creature’s
|
||||
original body or its astral form drops to 0 hit points, the spell
|
||||
ends for that creature. If the spell ends and the silver cord is
|
||||
intact, the cord pulls the creature’s astral form back to its
|
||||
body, ending its state of suspended animation.
|
||||
|
||||
If you are returned to your body prematurely, your companions
|
||||
remain in their astral forms and must find their own way back to
|
||||
their bodies, usually by dropping to 0 hit points.
|
||||
|
||||
"""
|
||||
level = 9
|
||||
casting_time = "1 hour"
|
||||
casting_range = "10 ft"
|
||||
components = ("V", "S", "M")
|
||||
materials = "For each creature you affect with this spell, you must provide one jacinth worth at least 1000 GP and one ornately carved bar of silver worth at least 100 GP, all of which the spell consumes."
|
||||
duration = "Special"
|
||||
magic_school = "Necromancy"
|
||||
classes = ('Necromancy', 'Cleric', 'Warlock', 'Wizard', 'Monk')
|
||||
|
||||
|
||||
class Augury(Spell):
|
||||
"""By casting gem-inlaid sticks, rolling dragon bones, laying out
|
||||
ornate cards, or employing some other divining tool, you receive
|
||||
an omen from an otherworldly entity about the results of a
|
||||
specific course of action that you plan to take within the next 30
|
||||
minutes. The DM chooses from the following possible omens:
|
||||
|
||||
- Weal, for good results
|
||||
- Woe, for bad results
|
||||
- Weal and woe, for both good and bad results
|
||||
- Nothing, for results that aren’t especially good or bad
|
||||
|
||||
The spell doesn’t take into account any possible circumstances
|
||||
that might change the outcome, such as the casting of additional
|
||||
spells or the loss or gain of a companion. If you cast the spell
|
||||
two or more times before completing your next long rest, there is
|
||||
a cumulative 25 percent chance for each casting after the first
|
||||
that you get a random reading. The DM makes this roll in secret.
|
||||
|
||||
"""
|
||||
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"
|
||||
magic_school = "Divination"
|
||||
classes = ('Cleric', )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class BlindnessDeafness(Spell):
|
||||
"""Vou can blind or deafen a foe. Choose one creature that you can see
|
||||
|
||||
"""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
|
||||
|
||||
Reference in New Issue
Block a user