Added some spell definitions.

This commit is contained in:
Mark Wolfman
2018-03-31 11:28:17 -05:00
parent 0f6d6a03a2
commit dc331dbbf4
+631 -1
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@@ -32,8 +32,638 @@ class AcidSplash(Spell):
magic_school = "Conjuration"
class Aid(Spell):
"""Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each targets hit point
maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, a targets hit points increase by an
additional 5 for each slot level above 2nd.
"""
level = 2
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A tiny strip of white cloth"
duration = "8 hours"
magic_school = "Abjuration"
classes = ('Cleric', 'Paladin')
class Alarm(Spell):
"""You set an alarm against unwanted intrusion. Choose a door, a
window, or an area within range that is no larger than a 20-foot
cube. Until the spell ends, an alarm alerts you whenever a Tiny or
larger creature touches or enters the warded area. When you cast
the spell, you can designate creatures that wont set off the
alarm. You also choose whether the alarm is mental or audible. A
mental alarm alerts you with a ping in your mind if you are within
1 mile of the warded area. This ping awakens you if you are
sleeping. An audible alarm produces the sound of a hand bell for
10 seconds within 60 feet.
"""
level = 1
casting_time = "1 minute"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A tiny bell and a piece of fine silver wire."
duration = "8 hours"
magic_school = "Abjuration"
classes = ('Ranger', 'Wizard')
class AlterSelf(Spell):
"""You assume a different form. When you cast the spell, choose one of
the following options, the effects of which last for the duration
of the spell. While the spell lasts, you can end one option as an
action to gain the benefits of a different one.
*Aquatic Adaptation*: You adapt your body to an aquatic environment,
sprouting gills and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to your walking
speed.
*Change Appearance*: You transform your appearance. You decide
what you look like, including your height, weight, facial
features, sound of your voice, hair length, coloration, and
distinguishing characteristics, if any. You can make yourself
appear as a member of another race, though none of your statistics
change. You also can't appear as a creature of a different size
than you, and your basic shape stays the same; if you're bipedal,
you can't use this spell to become quadrupedal, for instance. At
any time for the duration of the spell, you can use your action to
change your appearance in this way again.
*Natural Weapons*: You grow claws, fangs, spines, horns, or a
different natural weapon of your choice. Your unarmed strikes deal
1d6 bludgeoning, piercing, or slashing damage, as appropriate to
the natural weapon you chose, and you are proficient with your
unarmed strikes. Finally, the natural weapon is magic and you have
a +1 bonus to the attack and damage rolls you make using it.
"""
level = 2
casting_time = "1 action"
casting_range = "self"
components = ("V", "S")
duration = "Concentration, up to 1 hour"
magic_school = "Transmutation"
classes = ('Sorceror', 'Wizard', 'Warlock')
class AnimalFriendship(Spell):
"""This spell lets you convince a beast that you mean it no
harm. Choose a beast that you can see within range. It must see
and hear you. If the beasts Intelligence is 4 or higher, the
spell fails. Otherwise, the beast must succeed on a Wisdom saving
throw or be charmed by you for the spells duration. If you or one
of your companions harms the target, the spell ends.
*At Higher Levels*: When you cast this spell using a spell slot of
2nd level or higher, you can affect one additional beast for each
slot level above 1st.
"""
level = 1
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A morsel of food"
duration = "24 hours"
magic_school = "Enchantment"
classes = ('Bard', 'Druid', 'Ranger')
class AnimalMessenger(Spell):
"""By means of this spell, you use an animal to deliver a
message. Choose a Tiny beast you can see with in range, such as a
squirrel, a blue jay, or a bat. You specify a location , which you
must have visited, and a recipient who matches a general
description , such as “a man or woman dressed in the uniform of
the town guard” or “a red-haired dwarf wearing a pointed hat.” You
also speak a message of up to twenty-five words. The target beast
travels for the duration of the spell toward the specified
location, covering about 50 miles per 24 hours for a flying
messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the
creature that you described, replicating the sound of your
voice. The messenger speaks only to a creature matching the
description you gave. If the messenger doesnt reach its
destination before the spell ends, the message is lost, and the
beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd
level or higher, the duration of the spell increases by 48 hours
for each slot level above 2nd.
"""
level = 2
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A morsel of food"
duration = "24 hours"
magic_school = "Enchantment"
classes = ('Bard', 'Druid', 'Ranger')
class AnimalShapes(Spell):
"""Your magic turns others into beasts. Choose any number of willing
creatures that you can see within range. You transform each target
into the form of a Large or smaller beast with a challenge rating
of 4 or lower. On subsequent turns, you can use your action to
transform affected creatures into new forms.
The transformation lasts for the duration for each target, or
until the target drops to 0 hit points or dies. You can choose a
different form for each target. A targets game statistics are
replaced by the statistics of the chosen beast, though the target
retains its alignment and Intelligence, Wisdom and Charisma
scores. The target assumes the hit points of its new form, and
when it reverts to its normal form, it returns to the number of
hit 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
creatures 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 cant speak or cast spells.
The targets gear melds into the new form. The target cant
activate, wield, or otherwise benefit from any of its equipment.
"""
level = 8
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S")
duration = "Concentration, up to 24 hours"
magic_school = "Transmutation"
classes = ('Druid',)
class AnimateDead(Spell):
"""This spell creates an undead servant. Choose a pile of bones or a
corpse of a medium or small humanoid within range. Your spell
imbues the target with a foul mimicry of life, raising it as an
undead creature. The target becomes a skeleton if you chose bones
or a zombie if you chose a corpse (the DM has the creatures game
statistics).
On each of your turns, you can use a bonus action to mentally
command any creature you made with this spell if the creature is
within 60 feet of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the same
command to each one). You decide what action the creature will
take and where it will move during its next turn, or you can issue
a general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the
creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it
stops obeying any command youve given it. To maintain control of
the creature for another 24 hours, you must cast this spell on the
creature again before the current 24-hour period ends. This use of
the spell reasserts your control over up to four creatures you
have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you animate or reassert control over two
additional undead creatures for each slot level above 3rd. Each of
the creatures must come from a different corpse or pile of bones.
"""
level = 3
casting_time = "1 minute"
casting_range = "10 ft"
components = ("V", "S", "M")
materials = "A drop of blood, a piece of flesh and a pinch of bone dust"
duration = "instantaneous"
magic_school = "Necromancy"
classes = ('Cleric', 'Wizard', 'Paladin')
class AnimateObjects(Spell):
"""Objects come to life at your command. Choose up to ten nonmagical
objects within range that are not being worn or carried. Medium
targets count as two objects, Large targets count as four objects,
Huge targets count as eight objects. You cant animate any object
larger than Huge. Each target animates and becomes a creature
under your control until the spell ends or until reduced to 0 hit
points.
As a bonus action, you can mentally command any creature you made
with this spell if the creature is within 500 feet of you (if you
control multiple creatures, you can command any or all of them at
the same time, issuing the same command to each one). You decide
what action the creature will take and where it will move during
its next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no commands,
the creature only defends itself against hostile creatures. Once
given an order, the creature continues to follow it until its task
is complete.
**Animated Object Statistics**
Size HP AC Attack Str Dex
---- -- -- ------ --- ---
Tiny 20 18 +8 to hit, 1D4+4 damage 4 18
Small 25 16 +6 to hit, 1D8+2 damage 6 14
Medium 40 13 +5 to hit, 2D6+1 damage 10 12
Large 50 10 +6 to hit, 2D10+2 damage 14 10
Huge 80 10 +8 to hit, 2D12+4 damage 18 6
An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determined by its size. Its Constitution
is 10 and its Intelligence and Wisdom are 3, and its Charisma is
1. Its speed is 30 feet; if the object lacks legs or other
appendages it can use for locomotion, it instead has a flying
speed of 30 feet and can hover. If the object is securely attached
to a surface or a larger object, such as a chain bolted to a wall,
its speed is 0. It has blindsight with a radius of 30 feet and is
blind beyond that distance. When the animated object drops to 0
hit points, it reverts to its original object form, and any
remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee
attack against a creature within 5 feet of it. It makes a slam
attack with an attack bonus and bludgeoning damage determined by
its size. The DM might rule that a specific object inflicts
slashing or piercing damage based on its form.
*At Higher Levels*: If you cast this spell using a spell slot of
6th level or higher, you can animate two additional objects for
each slot level above 5th.
"""
level = 5
casting_time = "1 action"
casting_range = "120 ft"
components = ("V", "S")
duration = "Concentration, up to 1 minute."
magic_school = "Transmutation"
classes = ('Bard', 'Sorceror', 'Wizard')
class AntilifeShell(Spell):
"""A shimmering barrier extends out from you in a 10-foot radius and
moves with you, remaining centered on you and hedging out
creatures other than undead and constructs. The barrier lasts for
the duration. The barrier prevents an affected creature from
passing or reaching through. An affected creature can cast spells
or make attacks with ranged or reach weapons through the
barrier. If you move so that an affected creature is forced to
pass through the barrier, the spell ends.
"""
level = 5
casting_time = "1 action"
casting_range = "Self (10-foot radius)"
components = ("V", "S")
duration = "Concentration, up to 1 hour"
magic_school = "Abjuration"
classes = ('Druid', )
class AntimagicField(Spell):
"""A 10-foot-radius invisible sphere of antimagic surrounds you. This
area is divorced from the magical energy that suffuses the
multiverse. Within the sphere, spells cant be cast, summoned
creatures disappear, and even magic items become mundane. Until
the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an
artifact or a deity, are suppressed in the sphere and cant
protrude into it. A slot expended to cast a suppressed spell is
consumed. While an effect is suppressed, it doesnt function, but
the time it spends suppressed counts against its duration.
**Targeted Effects** Spells and other magical effects, such as Magic
Missile and Charm Person, that target a creature or an object in
the sphere have no effect on that target.
**Areas of Magic** The area of another spell or magical effect,
such as Fireball, cant extend into the sphere. If the sphere
overlaps an area of magic, the part of the area that is covered by
the sphere is suppressed. For example, the flames created by a
Wall of Fire are suppressed within the sphere, creating a gap in
the wall if the overlap is large enough.
**Spells** Any active spell or other magical effect on a creature
or an object in the sphere is suppressed while the creature or
object is in it.
**Magic Items** The properties and powers of magic items are
suppressed in the sphere. For example, a + 1 longsword in the
sphere functions as a nonmagical longsword.
A magic weapons properties and powers are suppressed if it is
used against a target in the sphere or wielded by an attacker in
the sphere. If a magic weapon or a piece of magic ammunition fully
leaves the sphere (for example, if you fire a magic arrow or throw
a magic spear at a target outside the sphere), the magic of the
item ceases to be suppressed as soon as it exits.
**Magical Travel** Teleportation and planar travel fail to work in
the sphere, whether the sphere is the destination or the departure
point for such magical travel. A portal to another location,
world, or plane of existence, as well as an opening to an
extradimensional space such as that created by the Rope Trick
spell, temporarily closes while in the sphere.
**Creatures and Objects** A creature or object summoned or created
by magic temporarily winks out of existence in the sphere. Such a
creature instantly reappears once the space the creature occupied
is no longer within the sphere.
**Dispel Magic** Spells and magical effects such as Dispel Magic
have no effect on the sphere. Likewise, the spheres created by
different antimagic field spells dont nullify each other.
"""
level = 8
casting_time = "1 action"
casting_range = "10-foot-radius sphere"
components = ("V", "S", "M")
materials = "A pinch of powdered iron or iron filings"
duration = "Concentration, up to 1 hour"
magic_school = "Abjuration"
classes = ('Cleric', 'Wizard')
class AntipathySympathy(Spell):
"""This spell attracts or repels creatures of your choice. You target
something within range, either a Huge or smaller object or
creature or an area that is no larger than a 200-foot cube. Then
specify a kind of intelligent creature, such as red dragons,
goblins, or vampires. You invest the target with an aura that
either attracts or repels the specified creatures for the
duration. Choose antipathy or sympathy as the auras effect.
**Antipathy** The enchantment causes creatures of the kind you
designated to feel an intense urge to leave the area and avoid the
target. When such a creature can see the target or comes within 60
feet of it, the creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened while it can
see the target or is within 60 feet of it. While frightened by the
target, the creature must use its movement to move to the nearest
safe spot from which it cant see the target. If the creature
moves more than 60 feet from the target and cant see it, the
creature is no longer frightened, but the creature becomes
frightened again if it regains sight of the target or moves within
60 feet of it.
**Sympathy** The enchantment causes the specified creatures to
feel an intense urge to approach the target while within 60 feet
of it or able to see it. When such a creature can see the target
or comes within 60 feet of it, the creature must succeed on a
Wisdom saving throw or use its movement on each of its turns to
enter the area or move within reach of the target. When the
creature has done so, it cant willingly move away from the
target. If the target damages or otherwise harms an affected
creature, the affected creature can make a Wisdom saving throw to
end the effect, as described below.
**Ending the Effect** If an affected creature ends its turn while
not within 60 feet of the target or able to see it, the creature
makes a Wisdom saving throw. On a successful save, the creature is
no longer affected by the target and recognizes the feeling of
repugnance or attraction as magical. In addition, a creature
affected by the spell is allowed another Wisdom saving throw every
24 hours while the spell persists. A creature that successfully
saves against this effect is immune to it for 1 minute, after
which time it can be affected again.
"""
level = 8
casting_time = "1 hour"
casting_range = "60 ft"
components = ("V", "S", "M")
materials = "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect"
duration = "instantaneous"
magic_school = "10 days"
classes = ('Druid', 'Wizard')
class ArcaneEye(Spell):
"""You create an invisible, magical eye within range that hovers in
the air for the duration.
You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in
every direction.
As an action, you can move the eye up to 30 feet in any
direction. There is no limit to how far away from you the eye can
move, but it cant enter another plane of existence. A solid
barrier blocks the eyes movement, but the eye can pass through an
opening as small as 1 inch in diameter.
"""
level = 4
casting_time = "1 action"
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 cant take reactions until its next turn. On a
successful save, the creature takes half damage, but suffers no
other effect.
**At Higher Levels**: When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.
"""
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 doesnt need food or air and doesnt age.
Your astral body resembles your mortal form in almost every way,
replicating your game statistics and possessions. The principal
difference is the addition of a silvery cord that extends from
between your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This cord is your tether to your
material body. As long as the tether remains intact, you can find
your way home. If the cord is cut —something that can happen only
when an effect specifically states that it does— your soul and
body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and
can pass through portals there leading to any other plane. If you
enter a new plane or return to the plane you were on when casting
this spell, your body and possessions are transported along the
silver cord, allowing you to re-enter your body as you enter the
new plane. Your astral form is a separate incarnation. Any damage
or other effects that apply to it have no effect on your physical
body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your
action to dismiss it. When the spell ends, the affected creature
returns to its physical body, and it awakens.
The spell might also end early for you or one of your
companions. A successful dispel magic spell used against an astral
or physical body ends the spell for that creature. If a creatures
original body or its astral form drops to 0 hit points, the spell
ends for that creature. If the spell ends and the silver cord is
intact, the cord pulls the creatures astral form back to its
body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions
remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points.
"""
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 arent especially good or bad
The spell doesnt take into account any possible circumstances
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion. If you cast the spell
two or more times before completing your next long rest, there is
a cumulative 25 percent chance for each casting after the first
that you get a random reading. The DM makes this roll in secret.
"""
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