diff --git a/dungeonsheets/spells.py b/dungeonsheets/spells.py index 4f55e14..9f2177a 100644 --- a/dungeonsheets/spells.py +++ b/dungeonsheets/spells.py @@ -48,7 +48,27 @@ class Spell(): if "M" in self.components: s += f' ({self.materials})' return s - + + +class AbsorbElements(Spell): + """The spell captures some of the incoming energy, lessening its effect + on you and storing it for your next melee attack. You have resistance + to the triggering damage type until the start of your next turn. Also, + the first time you hit with a melee attack on your next turn, the target + takes an extra 1d6 damage of the triggering type, and the spell ends. + + At Higher Levels. When you cast this spell using a spell slot of + 2nd level or higher, the extra damage increases by 1d6 for each slot level + above 1st. + """ + level = 1 + name = "Absorb Elements" + casting_time = "1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage" + casting_range = "self" + components = ("S") + duration = "1 round" + magic_school = "Abjuration" + classes = ('Druid', 'Ranger', 'Wizard', 'Sorcerer') class AcidArrow(Spell): @@ -660,7 +680,7 @@ class ArcaneLock(Spell): duration = "Until dispelled" magic_school = "Abjuration" classes = ('Wizard',) - + class ArcanistsMagicAura(Spell): """You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. @@ -1015,6 +1035,48 @@ class BeaconOfHope(Spell): classes = ('Cleric', ) +class BeastBond(Spell): + """You establish a telepathic link with one beast you touch + that is friendly to you or charmed by you. The spell fails + if the beast’s Intelligence is 4 or higher. Until the spell + ends, the link is active while you and the beast are within + line of sight of each other. Through the link, the beast can + understand your telepathic messages to it, and it can + telepathically communicate simple emotions and concepts back + to you. While the link is active, the beast gains advantage + on attack rolls against any creature within 5 feet of you + that you can see. + + """ + name = "Beast Bond" + level = 1 + casting_time = "1 action" + casting_range = "Touch" + components = ('V', 'S', 'M') + materials = "a bit of fur wrapped in a cloth" + duration = "Concentration, up to 10 minute" + magic_school = "Divination" + classes = ('Druid', 'Ranger',) + + +class BeastSense(Spell): + """You touch a willing beast. For the duration of the spell, + you can use your action to see through the beast’s eyes and + hear what it hears, and continue to do so until you use your + action to return to your normal senses. + + """ + name = "Beast Sense" + level = 2 + casting_time = "1 action" + casting_range = "Touch" + components = ('S') + ritual = True + duration = "Concentration, up to 1 hour" + magic_school = "Divination" + classes = ('Druid', 'Ranger',) + + class BestowCurse(Spell): """You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When @@ -1055,6 +1117,68 @@ class BestowCurse(Spell): duration = "1 minute" magic_school = "Necromancy" classes = ('Bard', 'Cleric', 'Wizard') + + +class BigbysHand(Spell): + """You create a Large hand of shimmering, translucent force in + an unoccupied space that you can see within range. The hand lasts + for the spell’s duration, and it moves at your command, mimicking + the movements of your own hand. + + The hand is an object that has AC 20 and hit points equal to your + hit point maximum. If it drops to 0 hit points, the spell ends. + It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand + doesn’t fill its space. + + When you cast the spell and as a bonus action on your subsequent + turns, you can move the hand up to 60 feet and then cause one of + the following effects with it. + + Clenched Fist + The hand strikes one creature or object within 5 feet of it. + Make a melee spell attack for the hand using your game statistics. + On a hit, the target takes 4d8 force damage. + + Forceful Hand + The hand attempts to push a creature within 5 feet of it in a + direction you choose. Make a check with the hand’s Strength contested + by the Strength (Athletics) check of the target. If the target is + Medium or smaller, you have advantage on the check. If you succeed, + the hand pushes the target up to 5 feet plus a number of feet equal to + five times your spellcasting ability modifier. The hand moves with the + target to remain within 5 feet of it. + + Grasping Hand + The hand attempts to grapple a Huge or smaller creature within 5 feet + of it. You use the hand’s Strength score to resolve the grapple. If the + target is Medium or smaller, you have advantage on the check. While the + hand is grappling the target, you can use a bonus action to have the + hand crush it. When you do so, the target takes bludgeoning damage + equal to 2d6 + your spellcasting ability modifier. + + Interposing Hand + The hand interposes itself between you and a creature you choose until + you give the hand a different command. The hand moves to stay between + you and the target, providing you with half cover against the target. + The target can’t move through the hand’s space if its Strength score is + less than or equal to the hand’s Strength score. If its Strength score + is higher than the hand’s Strength score, the target can move toward you + through the hand’s space, but that space is difficult terrain for the target. + + At higher levels. When you cast this spell using a spell slot of 6th level + or higher, the damage from the clenched fist option increases by 2d8 and + the damage from the grasping hand increases by 2d6 for each slot level above 5th. + + """ + name = "Bigby's Hand" + level = 5 + casting_time = "1 action" + casting_range = "120 feet" + components = ('V', 'S', 'M') + materials = "an eggshell and a snakeskin glove" + duration = "Concentration, up to 1 minute" + magic_school = "Evocation" + classes = ('Wizard',) class BlackTentacles(Spell): @@ -1174,6 +1298,27 @@ class Blight(Spell): magic_school = "Necromancy" classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard') + +class BlindingSmite(Spell): + """The next time you hit a creature with a melee weapon attack during + this spell’s duration, you weapon flares with a bright light, and the + attack deals an extra 3d8 radiant damage to the target. Additionally, + the target must succeed on a Constitution saving throw or be blinded + until the spell ends. + + A creature blinded by this spell makes another Constitution saving throw at + the end of each of its turns. On a successful save, it is no longer blinded. + + """ + name = "Blinding Smite" + level = 3 + casting_time = "1 Bonus action" + casting_range = "self" + components = ('V') + duration = "Concentration, up to 1 minute" + magic_school = "Evocation" + classes = ('Paladin',) + class BlindnessDeafness(Spell): """You can blind or deafen a foe. Choose one creature that you can see @@ -1188,12 +1333,13 @@ class BlindnessDeafness(Spell): """ name = "Blindness/Deafness" + casting_time = "1 action" magic_school = "Necromancy" level = 2 casting_range = "30 feet" components = ("V", ) duration = "1 minute" - classes = ('Wizard', ) + classes = ('Bard', 'Cleric', 'Sorcerer', 'Wizard', ) class Blink(Spell): @@ -1243,7 +1389,90 @@ class Blur(Spell): materials = "" duration = "Concentration, up to 1 minute" magic_school = "Illusion" - classes = () + classes = ('Sorcerer', 'Wizard') + + +class BonesOfTheEarth(Spell): + """You cause up to six pillars of stone to burst from places on the + ground that you can see within range. Each pillar is a cylinder that + has a diameter of 5 feet and a height of up to 30 feet. The ground + where a pillar appears must be wide enough for its diameter, and you + can target ground under a creature if that creature is Medium or smaller. + Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, + a pillar crumbles into rubble, which creates an area of difficult + terrain with a 10-foot radius. The rubble lasts until cleared. + + If a pillar is created under a creature, that creature must succeed + on a Dexterity saving throw or be lifted by the pillar. A creature + can choose to fail the save. + + If a pillar is prevented from reaching its full height because of + a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning + damage and is restrained, pinched between the pillar and the obstacle. + The restrained creature can use an action to make a Strength or Dexterity + check (the creature’s choice) against the spell’s saving throw DC. + On a success, the creature is no longer restrained and must either move off + the pillar or fall off it. + + At Higher Levels. When you cast this spell using a spell slot of 7th level + or higher, you can create two additional pillars for each slot level above 6th. + + """ + name = "Bones of the Earth" + level = 6 + casting_time = "1 action" + casting_range = '120 feet' + components = ('V', 'S',) + duration = "Instantaneous" + magic_school = "Transmutation" + classes = ('Druid',) + + +class BoomingBlade(Spell): + """As part of the action used to cast this spell, you must make a melee + attack with a weapon against one creature within the spell's range, + otherwise the spell fails. + On a hit, the target suffers the attack's normal effects, and it becomes + sheathed in booming energy until the start of your next turn. If the + target willingly moves be- fore then, it immediately takes 1d8 thunder + damage, and the spell ends. + This spell's damage increases when you reach higher levels. + + At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder + damage to the target, and the damage the target takes for moving increases + to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. + + """ + name = "Booming Blade" + level = 0 + casting_time = "1 action" + casting_range = '5 feet' + components = ('V', 'M',) + materials = "a weapon" + duration = "1 round" + magic_school = "Evocation" + classes = ('Sorcerer', 'Warlock', 'Wizard') + + +class BrandingSmite(Spell): + """The next time you hit a creature with a weapon attack before this spell ends, + the weapon glemas with astral radiance as you strike. The attack deals an extra + 2d6 radiant damage to the target, which becomes visible if it is invisible, and + the target sheds dim light in a 5-foot radius and can’t become invisible until + the spell ends. + + At Higher Levels. When you cast this spell using a spell slot of 3rd level or + higher, the extra damage increases by 1d6 for each slot level above 2nd. + + """ + name = "Branding Smite" + level = 2 + casting_time = "1 bonus action" + casting_range = 'self' + components = ('V',) + duration = "Concentration, up to 1 minute" + magic_school = "Evocation" + classes = ('Paladin',) class BurningHands(Spell): @@ -1269,6 +1498,115 @@ class BurningHands(Spell): duration = "Instantaneous" magic_school = "Evocation" classes = ('Wizard', ) + + +class CallLightning(Spell): + """A storm cloud appears in the shape of a cylinder that is 10 feet + tall with a 60-foot radius, centered on a point you can see 100 fee + t directly above you. The spell fails if you can’t see a point in + the air where the storm cloud could appear (for example, if you are + in a room that can’t accommodate the cloud). + + When you cast the spell, choose a point you can see within range. + A bolt of lightning flashes down from the cloud to that point. Each + creature within 5 feet of that point must make a Dexterity saving + throw. A creature takes 3d10 lightning damage on a failed save, or + half as much damage on a successful one. On each of your turns until + the spell ends, you can use your action to call down lightning in + this way again, targeting the same point or a different one. + + If you are outdoors in stormy conditions when you cast this spell, + the spell gives you control over the existing storm instead of creating + a new one. Under such conditions, the spell’s damage increases by 1d10. + + At Higher Levels. When you cast this spell using a spell slot of 4th or + higher level, the damage increases by 1d10 for each slot level above 3rd. + + """ + name = "Call Lightning" + level = 3 + casting_time = "1 action" + casting_range = "120 feet" + components = ('V', 'S',) + duration = "concentration, up to 10 minutes" + magic_school = "Conjuration" + classes = ('Druid',) + + +class CalmEmotions(Spell): + """You attempt to suppress strong emotions in a group of people. + Each humanoid in a 20-foot-radius sphere centered on a point you + choose within range must make a Charisma saving throw; a creature + can choose to fail this saving throw if it wishes. If a creature + fails its saving throw, choose one of the following two effects. + You can suppress any effect causing a target to be charmed or + frightened. When this spell ends, any suppressed effect resumes, + provided that its duration has not expired in the meantime. + + Alternatively, you can make a target indifferent about creatures of + your choice that it is hostile toward. This indifference ends if + the target is attacked or harmed by a spell or if it witnesses any + of its friends being harmed. When the spell ends, the creature becomes + hostile again, unless the DM rules otherwise. + + """ + name = "Calm Emotions" + level = 2 + casting_time = "1 action" + casting_range = "60 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 minute" + magic_school = "Enchantment" + classes = ('Bard', 'Cleric') + + +class Catapult(Spell): + """Choose one object weighing 1 to 5 pounds within range that isn’t + being worn or carried. The object flies in a straight line up to 90 + feet in a direction you choose before falling to the ground, stopping + early if it impacts against a solid surface. If the object would + strike a creature, that creature must make a Dexterity saving throw. + On a failed save, the object strikes the target and stops moving. + In either case, both the object and the creature or solid surface + take 3d8 bludgeoning damage. + + At Higher Levels. When you cast this spell using a spell slot of 2nd + level or higher, the maximum weight of objects that you can target + with this spell increases by 5 pounds, and the damage increases by 1d8, + for each slot level above 1st. + + """ + name = "Catapult" + level = 1 + casting_time = "1 action" + casting_range = "150 feet" + components = ('S',) + duration = "Instantaneous" + magic_school = "Transmutation" + classes = ('Sorcerer', 'Wizard') + + +class CauseFear(Spell): + """You awaken the sense of mortality in one creature you can see within + range. A construct or an undead is immune to this effect. The target + must succeed on a Wisdom saving throw or become frightened of you until + the spell ends. The frightened target can repeat the saving throw at the + end of each of its turns, ending the effect on itself on a success. + + At Higher Levels. When you cast this spell using a spell slot of 2nd level + or higher, you can target one additional creature for each slot level + above lst. The creatures must be within 30 feet of each other when you + target them. + + """ + name = "Cause Fear" + level = 1 + casting_time = "1 action" + casting_range = "60 feet" + components = ('V',) + duration = "Concentration, up to 1 minute" + magic_school = "Necromancy" + classes = ('Warlock', 'Wizard') class ChainLightning(Spell): @@ -1287,12 +1625,74 @@ class ChainLightning(Spell): """ name = "Chain Lightning" level = 6 + casting_range = "150 feet" casting_time = "1 action" components = ('V', 'S', 'M') materials = "a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins" duration = "Instantaneous" magic_school = "Evocation" classes = () + + +class ChaosBolt(Spell): + """You hurl an undulating, warbling mass of chaotic energy at one creature + in range. Make a ranged spell attack against the target. On a hit, the + target takes 2d8 + 1d6 damage. Choose one of the dSs. The number rolled on + that die determines the attacks damage type, as shown below. + + d8 / Damage Type + 1 / Acid + 2 / Cold + 3 / Fire + 4 / Force + 5 / Lightning + 6 / Poison + 7 / Psychic + 8 / Thunder + + If you roll the same number on both d8s, the chaotic energy leaps from the + target to a different creature of your choice within 30 feet of it. Make a + new attack roll against the new target, and make a new damage roll, which + could cause the chaotic energy to leap again. A creature can be targeted only + once by each casting of this spell. + + At Higher Levels. When you cast this spell using a spell slot of 2nd level or + higher, each target takes 1d6 extra damage of the type rolled for each slot + level above 1st. + + """ + name = "Chaos Bolt" + level = 1 + casting_time = "1 action" + casting_range = "120 feet" + components = ('V', 'S',) + duration = "Instantaneous" + magic_school = "Evocation" + classes = ('Sorcerer',) + + +class CharmMonster(Spell): + """You attempt to charm a creature you can see within range. It must + make a Wisdom saving throw, and it does so with advantage if you or + your companions are fighting it. If it fails the saving throw, it is + charmed by you until the spell ends or until you or your companions + do anything harmful to it. The charmed creature is friendly to you. + When the spell ends, the creature knows it was charmed by you. + + At Higher Levels. When you cast this spell using a spell slot of 5th + level or higher, you can target one additional creature for each slot + level above 4th. The creatures must be within 30 feet of each other + when you target them. + + """ + name = "Charm Monster" + level = 4 + casting_time = "1 action" + casting_range = "30 feet" + components = ('V', 'S') + duration = "1 hour" + magic_school = "Enchantment" + classes = ('Bard', 'Druid', 'Sorcerer', 'Warlock', "Wizard") class CharmPerson(Spell): @@ -1312,11 +1712,11 @@ class CharmPerson(Spell): name = "Charm Person" level = 1 casting_time = "1 action" + casting_range = "30 feet" components = ('V', 'S') - materials = "" duration = "1 hour" magic_school = "Enchantment" - classes = () + classes = ('Bard', 'Druid', 'Sorcerer', 'Warlock', 'Wizard') class ChillTouch(Spell): @@ -1390,6 +1790,54 @@ class CircleOfDeath(Spell): classes = ('Sorcerer', 'Warlock', 'Wizard') +class CircleOfPower(Spell): + """Divine energy radiates from you, distorting and diffusing magical + energy within 30 feet of you. + Until the spell ends, the sphere moves with you, centered on you. For + the duration, each friendly creature in the area (including you) has + advantage on saving throws against spells and other magical effects. + + Additionally, when an affected creature succeeds on a saving throw + made against a spell or magical effect that allows it to make a saving + throw to take only half damage, it instead takes no damage if it + succeeds on the saving throws. + + """ + name = "Circle of Power" + level = 5 + casting_time = "1 action" + casting_range = "self (30 feet)" + components = ('V',) + duration = "Concentration, up to 10 minutes" + magic_school = "Abjuration" + classes = ('Paladin') + + +class Clairvoyance(Spell): + """You create an invisible sensor within range in a location familiar + to you (a place you have visited or seen before) or in an obvious + location that is unfamiliar to you (such as behind a door, around a + corner, or in a grove of trees). The sensor remains in place for the + duration, and it can’t be attacked or otherwise interacted with. + + When you cast the spell, you choose seeing or hearing. You can use the + chosen sense through the sensor as if you were in its space. As your + action, you can switch between seeing and hearing. A creature that can + see the sensor (such as a creature benefitting from see invisibility + or truesight) sees a luminous, intangible orb about the size of your fist. + + """ + name = "Clairvoyance" + level = 3 + casting_time = "10 minutes" + casting_range = "1 mile" + components = ('V', 'S', 'M') + materials = "a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing " + duration = "Concentration, up to 10 minutes" + magic_school = "Abjuration" + classes = ('Bard', 'Cleric', 'Sorcerer', 'Wizard',) + + class Clone(Spell): """This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel @@ -1419,6 +1867,82 @@ class Clone(Spell): classes = ('Wizard',) +class CloudOfDaggers(Spell): + """You fill the air with spinning daggers in a cube 5 feet on each side, + centered on a point you choose within range. A creature takes 4d4 slashing + damage when it enters the spell’s area for the first time on a turn or + starts its turn there. + + At Higher Levels. When you cast this spell using a spell slot of 3rd level + or higher, the damage increases by 2d4 for each slot level above 2nd. + + """ + name = "Cloud of Daggers" + level = 2 + casting_time = "1 action" + casting_range = "60 feet" + components = ('V', 'S', 'M') + materials = "a sliver of glass" + duration = "Concentration, up to 1 minutes" + magic_school = "Conjuration" + classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard',) + + +class Cloudkill(Spell): + """You create a 20-foot-radius sphere of poisonous, yellow-green fog centered + on a point you choose within range. The fog spreads around corners. It lasts + for the duration or until strong wind dispereses the fog, ending the spell. + Its area is heavily obscured. + + When a creature enters the spell’s area for the first time on a turn or starts + its turn there, that creature must make a Constitution saving throw. The creature + takes 5d8 poison damageon a failed save, or half as much damage on a successful + one. Creatures are affected even if they hold their breath or don’t need to breathe. + + The fog moves 10 feet away from you at the start of each of your turns, rolling + along the surface of the ground. The vapors, being heavier than air, sink to + the lowest level of the land, even pouring down openings. + + At Higher Levels. When you cast this spell using a spell slot of 6th level or + higher, the damage increases by 1d8 for each slot level above 5th. + + """ + name = "Cloudkill" + level = 5 + casting_time = "1 action" + casting_range = "120 feet" + components = ('V', 'S',) + duration = "Concentration, up to 10 minutes" + magic_school = "Conjuration" + classes = ('Sorcerer', 'Wizard',) + + +class ColorSpray(Spell): + """A dazzling array of flashing, colored light springs from your hand. + Roll 6d10, the total is how many hit points of creatures this spell can effect. + Creatures in a 15-foot cone originating from you are affected in ascending order + of their current hit points (ignoring unconscious creatures and creatures that can’t see). + + Starting with the creature that has the lowest current hit points, each creature + affected by this spell is blinded until the spell ends. Subtract each creature’s + hit points from the total before moving on to the creature with the next lowest hit + points. A creature’s hit points must be equal to or less than the remaining total + for the creature to be affected. + + At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, + roll an additional 2d10 for each slot level above 1st. + + """ + name = "Color Spray" + level = 1 + casting_time = "1 action" + casting_range = "self (15 foot cone)" + components = ('V', 'S', 'M') + duration = "1 round" + magic_school = "Illusion" + classes = ('Sorcerer', 'Wizard',) + + class Command(Spell): """You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow @@ -1474,10 +1998,69 @@ class Commune(Spell): components = ('V', 'S', 'M') materials = "incense and a vial of holy or unholy water" duration = "1 minute" + ritual = True magic_school = "Divination" classes = () +class CommuneWithNature(Spell): + """You briefly become one with nature and gain knowledge of the + surrounding territory. + In the outdoors, the spell gives you knowledge of the land within + 3 miles of you. In caves and other natural underground settings, + the radius is limited to 300 feet. The spell doesn’t function where + nature has been replaced by construction, such as in dungeons and towns. + + You instantly gain knowledge of up to three facts of your choice about + any of the following subjects as they relate to the area: + + • terrain and bodies of water + • prevalent plants, minerals, animals, or peoples + • powerful celestials, fey, fiends, elementals, or undead + • influence from other planes of existence + • buildings + + For example, you could determine the location of powerful undead in the + area, the location of major sources of safe drinking water, and the + location of any nearby towns. + + """ + name = "Commune with Nature" + level = 5 + casting_time = "1 minute" + components = ('V', 'S',) + duration = "1 minute" + ritual = True + magic_school = "Divination" + classes = () + + +class CompelledDuel(Spell): + """You attempt to compel a creature into a duel. + One creature that you can see within range must make a Wisdom saving throw. + On a failed save, the creature is drawn to you, compelled by your divine + demand. For the duration, it has disadvantage on attack rolls against creatures + other than you, and must make a Wisdom saving throw each time it attempts + to move to a space that is more than 30 feet away from you; if it succeeds + on this saving throw, this spell doesn’t restrict the target’s movement for + that turn. + + The spell ends if you attack any other creature, if you cast a spell that + targets a hostile creature other than the target, if a creature friendly to + you damages the target or casts a harmful spell on it, or if you end your + turn more than 30 feet away from the target. + + """ + name = "Compelled Duel" + level = 1 + casting_time = "1 bonus action" + casting_range = "30 feet" + components = ('V',) + duration = "Concentration, up to 1 minute" + magic_school = "Enchantment" + classes = ('Paladin',) + + class ComprehendLanguages(Spell): """For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language @@ -1493,11 +2076,39 @@ class ComprehendLanguages(Spell): casting_time = "1 action" components = ('V', 'S', 'M') materials = "a pinch of soot and salt" + ritual = True duration = "1 hour" magic_school = "Divination" classes = () +class Compulsion(Spell): + """Creatures of your choice that you can see within range and that + can hear you must make a Wisdom saving throw. + A target automatically succeeds on this saving throw if it can’t be + charmed. On a failed save, a target is affected by this spell. Until + the spell ends, you can use a bonus action on each of your turns to + designate a direction that is horizontal to you. Each affected target + must use as much of its movement as possible to move in that + direction on its next turn. It can take its action before it moves. + After moving in this way, it can make another Wisdom saving throw to + try to end the effect. + + A target isn’t compelled to move into an obviously deadly hazard, + such as a fire pit, but it will provoke opportunity attacks to move + in the designated direction. + + """ + name = "Compulsion" + level = 4 + casting_time = "1 action" + casting_range = "30 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 minute" + magic_school = "Enchantment" + classes = ('Bard',) + + class ConeOfCold(Spell): """A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature @@ -1518,6 +2129,567 @@ class ConeOfCold(Spell): classes = () +class ConjureAnimals(Spell): + """You summon fey spirits that take the form of beasts and appear + in unoccupied spaces that you can see within range. + + Choose one of the following options for what appears: + + • One beast of challenge rating 2 or lower + • Two beasts of challenge rating 1 or lower + • Four beasts of challenge rating 1/2 or lower + • Eight beasts of challenge rating 1/4 or lower + + Each beast is also considered fey, and it disappears when it drops + to 0 hit points or when the spell ends. + + The summoned creatures are friendly to you and your companions. + Roll initiative for the summoned creatures as a group, which has + its own turns. They obey any verbal commands that you issue to them + (no action required by you). If you don’t issue any commands to them, + they defend themselves from hostile creatures, but otherwise take no + actions. + The DM has the creatures’ statistics. + + At Higher Levels. When you cast this spell using certain higher-level + spell slots, you choose one of the summoning options above, and more + creatures appear: + + twice as many with a 5th-level slot + three times as many with a 7th-level slot + four times as many with a 9th-level slot. + + """ + name = "Conjure Animals" + level = 3 + casting_time = "1 action" + casting_range = "60 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 hour" + magic_school = "Conjuration" + classes = ('Druid', 'Ranger',) + + +class ConjureBarrage(Spell): + """You throw a nonmagical weapon or fire a piece of nonmagical + ammunition into the air to create a cone of identical weapons that shoot + forward and then disappear. Each creature in a 60-foot cone must succeed + on a Dexterity saving throw. A creature takes 3d8 damage on a failed + save, or half as much damage on a successful one. The damage type is the + same as that of the weapon or ammunition used as a component. + + """ + name = "Conjure Barrage" + level = 3 + casting_time = "1 action" + casting_range = "self (60 feet cone)" + components = ('V', 'S', 'M') + materials = "one piece of ammunition or a thrown weapon" + duration = "Instantaneous" + magic_school = "Conjuration" + classes = ('Ranger',) + + +class ConjureCelestial(Spell): + """You summon a celestial of challenge rating 4 or lower, which appears + in an unoccupied space that you can see within range. The celestial + disappears when it drops to 0 hit points or when the spell ends. + + The celestial is friendly to you and your companions for the duration. + Roll initiative for the celestial, which has its own turns. It obeys any + verbal commands that you issue to it (no action required by you), as + long as they don’t violate its alignment. If you don’t issue any commands + to the celestial, it defends itself from hostile creatures but otherwise + takes no actions + The DM has the celestial’s statistics. + + At Higher Levels. When you cast this spell using a 9th-level spell slot, + you summon a celestial of challenge rating 5 or lower. + + """ + name = "Conjure Celestial" + level = 7 + casting_time = "1 minute" + casting_range = "90 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 hour" + magic_school = "Conjuration" + classes = ('Cleric',) + + +class ConjureElemental(Spell): + """You call forth an elemental servant. + Choose an area of air, earth, fire, or water that fills a 10-foot cube + within range. An elemental of challenge rating 5 or lower appropriate to + the area you chose appears in an unoccupied space within 10 feet of it. + For example, a fire elemental emerges from a bonfire, and an earth elemental + rises up from the ground. The elemental disappears when it drops to 0 hit + points or when the spell ends. + + The elemental is friendly to you and your companions for the duration. Roll + initiative for the elemental, which has its own turns. It obeys any verbal commands + that you issue to it (no action required by you). If you don’t issue any + commands to the elemental, it defends itself from hostile creatures but otherwise + takes no actions. + + If your concentration is broken, the elemental doesn’t disappear. Instead, you + lose control of the elemental, it becom es hostile toward you and your companions, + and it might attack. An uncontrolled elemental can’t be dismissed by you, and it + disappears 1 hour after you summoned it. The DM has the elemental’s statistics. + + At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, + the challenge rating increases by 1 for each slot level above 5th. + + """ + name = "Conjure Elemental" + level = 5 + casting_time = "1 minute" + casting_range = "90 feet" + components = ('V', 'S', 'M') + materials = "burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water" + duration = "Concentration, up to 1 hour" + magic_school = "Conjuration" + classes = ('Druid', 'Wizard',) + + +class ConjureFey(Spell): + """You summon a fey creature of challenge rating 6 or lower, or a fey spirit + that takes the form of a beast of challenge rating 6 or lower. + It appears in an unoccupied space that you can see within range. The fey + creature disappears when it drops to 0 hit points or when the spell ends. + + The fey creature is friendly to you and your companions for the duration. Roll + initiative for the creature, which has its own turns. It obeys any verbal + commands that you issue to it (no action required by you), as long as they + don’t violate its alignment. If you don’t issue any commands to the fey creature, + it defends itself from hostile creatures but otherwise takes no actions. + + If your concentration is broken, the fey creature doesn’t disappear. Instead, + you lose control of the fey creature, it becomes hostile toward you and your + companions, and it might attack. An uncontrolled fey creature can’t be dismissed + by you, and it disappears 1 hour after you summoned it. + The DM has the fey creature’s statistics. + + At Higher Levels. When you cast this spell using a spell slot of 7th level or + higher, the challenge rating increases by 1 for each slot level above 6th + + """ + name = "Conjure Fey" + level = 6 + casting_time = "1 minute" + casting_range = "90 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 hour" + magic_school = "Conjuration" + classes = ('Druid', 'Warlock',) + + +class ConjureMinorElementals(Spell): + """You summon elementals that appear in unoccupied spaces that you can see within + range. + You choose one the following options for what appears: + -One elemental of challenge rating 2 or lower + -Two elementals of challenge rating 1 or lower + -Four elementals of challenge rating 1/2 or lower + -Eight elementals of challenge rating 1/4 or lower. + + An elemental summoned by this spell disappears when it drops to 0 hit points or + when the spell ends. + + The summoned creatures are friendly to you and your companions. Roll initiative for + the summoned creatures as a group, which has its own turns. They obey any verbal + commands that you issue to them (no action required by you). If you don’t issue any + commands to them, they defend themselves from hostile creatures, but otherwise take + no actions. + The DM has the creatures’ statistics. + + At Higher Levels. When you cast this spell using certain higher-level spell slots, + you choose one of the summoning options above, and more creatures appear: twice as + many with a 6th-level slot and three times as many with an 8th-level slot. + + """ + name = "Conjure Fey" + level = 4 + casting_time = "1 minute" + casting_range = "90 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 hour" + magic_school = "Conjuration" + classes = ('Druid', 'Wizard',) + + +class ConjureVolley(Spell): + """You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical + weapon into the air and choose a point within range. + Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then + disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on tha + t point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, + or half as much damage on a successful one. The damage type is the same as that of the + ammunition or weapon. + + """ + name = "Conjure Volley" + level = 5 + casting_time = "1 action" + casting_range = "150 feet" + components = ('V', 'S', 'M') + materials = "one piece of ammunition or one thrown weapon" + duration = "Instantaneous" + magic_school = "Conjuration" + classes = ('Ranger',) + + +class ConjureWoodlandBeings(Spell): + """You summon fey creatures that appear in unoccupied spaces that you can see within range. + + Choose one of the following options for what appears: + • One fey creature of challenge rating 2 or lower + • Two fey creatures of challenge rating 1 or lower + • Four fey creatures of challenge rating 1/2 or lower + • Eight fey creatures of challenge rating 1/4 or lower + + A summoned creature disappears when it drops to 0 hit points or when the spell ends. + + The summoned creatures are friendly to you and your companions. Roll initiative for the + summoned creatures as a group, which have their own turns. They obey any verbal commands + that you issue to them (no action required by you). If you don’t issue any commands to them, + they defend themselves from hostile creatures, but otherwise take no actions. + The DM has the creatures’ statistics. + + At Higher Levels. When you cast this spell using certain higher-level spell slots, you + choose one of the summoning options above, and more creatures appear: + twice as many with a 6th-level slot + three times as many with an 8th-level slot. + + """ + name = "Conjure Woodland Beings" + level = 4 + casting_time = "1 action" + casting_range = "60 feet" + components = ('V', 'S', 'M') + materials = "one holly berry per creature summoned" + duration = "Concentration, up to 1 hour" + magic_school = "Conjuration" + classes = ('Druid', 'Ranger',) + + +class ContactOtherPlain(Spell): + """You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious + entity from another plane. + Contacting this extraplanar intelligence can strain or even break your mind. When you cast this + spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are + insane until you finish a long rest. While insane, you can’t take actions, can’t understand what + other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on + you ends this effect. + + On a successful save, you can ask the entity up to five questions. You must ask your questions + before the spell ends. The DM answers each question with one word, such as 'yes', 'no', 'maybe', + 'never', 'irrelevant', or 'unclear' (if the entity doesn’t know the answer to the question). + If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. + + """ + name = "Contact Other Plane" + level = 5 + casting_time = "1 minute" + casting_range = "self" + components = ('V',) + duration = "1 minute" + magic_school = "Divination" + classes = ('Warlock', 'Wizard',) + + +class Contagion(Spell): + """Your touch inflicts disease. + Make a melee spell attack against a creature within your reach. On + a hit, you afflict the creature + with a disease of your choice from any of the ones described below. + + At the end of each of the target’s turns, it must make a Constitution + saving throw. After failing three of these saving throws, the disease’s + effects last for the duration, and the creature stops making these + saves. After succeeding on three of these saving throws, the creature + recovers from the disease, and the spell ends. + + Since this spell induces a natural disease in its target, any effect that + removes a disease or otherwise ameliorates a disease’s effects apply to it. + + Blinding Sickness + Pain grips the creature’s mind, and its eyes turn milky white. The + creature has disadvantage on Wisdom checks and Wisdom saving throws and is + blinded. + + Filth Fever + A raging fever sweeps through the creature’s body. The creature has + disadvantage on Strength checks, Strength saving throws, and attack rolls + that use Strength. + + Flesh Rot + The creature’s flesh decays. The creature has disadvantage on Charisma checks + and vulnerability to all damage. + + Mindfire + The creature’s mind becomes feverish. The creature has disadvantage on + Intelligence checks and Intelligence saving throws, and the creature behaves as + if under the effects of the confusion spell during combat. + + Seizure + The creature is overcome with shaking. The creature has disadvantage on Dexterity + checks, Dexterity saving throws, and attack rolls that use Dexterity. + + Slimy Doom + The creature begins to bleed uncontrollably. The creature has disadvantage on + Constitution checks and Constitution saving throws. In addition, whenever the + creature takes damage, it is stunned until the end of its next turn. + + """ + name = "Contagion" + level = 5 + casting_time = "1 action" + casting_range = "touch" + components = ('V', 'S',) + duration = "7 days" + magic_school = "Necromancy" + classes = ('Cleric', 'Druid',) + + +class Contingency(Spell): + """Choose a spell of 5th level or lower that you can cast, that has a casting time + of 1 action, and that can target you. + You cast that spell called 'the contingent spell' as part of casting contingency, + expending spell slots for both, but the contingent spell doesn’t come into effect. + Instead, it takes effect when a certain circumstance occurs. You describe that circumstance + when you cast the two spells. For example, a contingency cast with water breathing might + stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. + + The contingent spell takes effect immediately after the circumstance is met for the + first time, whether or not you want it to. and then contingency ends. + + The contingent spell takes effect only on you, even if it can normally target others. + You can use only one contingency spell at a time. If you cast this spell again, the effect + of another contingency spell on you ends. Also, contingency ends on you if its material + component is ever not on your person. + + """ + name = "Contingency" + level = 6 + casting_time = "10 minutes" + components = ('V', 'S', 'M') + materials = "a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp" + duration = "10 days" + magic_school = "Evocation" + classes = ('Wizard',) + + +class ContinualFlame(Spell): + """A flame, equivalent in brightness to a torch, springs forth from an object that you touch. + The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. + A continual flame can be covered or hidden but not smothered or quenched. + + """ + name = "Continual Flame" + level = 2 + casting_time = "1 action" + casting_range = "touch" + components = ('V', 'S', 'M') + materials = "ruby dust worth 50 gp, which the spell consumes" + duration = "until dispelled" + magic_school = "Evocation" + classes = ('Cleric', 'Wizard',) + + +class ControlFlames(Spell): + """You choose a nonmagical flame that you can see within range and that fits within a + 5-foot cube. You affect it in one of the following ways: + - You instantaneously expand the flame 5 feet in one direction, provided that wood or + other fuel is present in the new location. + - You instantaneously extinguish the flames within the cube. + - You double or halve the area of bright light and dim light cast by the flame, change + its color, or both. The change lasts for 1 hour. + - You cause simple shapes — such as the vague form of a creature, an inanimate object, + or a location — to appear within the flames and animate as you like. The shapes last for 1 hour. + If you cast this spell multiple times, you can have up to three non-instantaneous + + """ + name = "Control Flames" + level = 0 + casting_time = "1 action" + casting_range = "60 feet" + components = ('S',) + duration = "Instantaneous or 1 hour" + magic_school = "Transmutation" + classes = ('Druid', 'Sorcerer', 'Wizard',) + + +class ControlWater(Spell): + """Until the spell ends, you control any freestanding water inside an area you choose + that is a cube up to 100 feet on a side. + You can choose from any of the following effects when you cast this spell. As an action + on your turn, you can repeat the same effect or choose a different one. + + Flood + You cause the water level of all standing water in the area to rise by as much as 20 + feet. If the area includes a shore, the flooding water spills over onto dry land. If you + choose an area in a large body of water, you instead create a 20-foot tall wave that + travels from one side of the area to the other and then crashes down. Any Huge or smaller + vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller + vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains + elevated until the spell ends or you choose a different effect. If this effect produced a + wave, the wave repeats on the start of your next turn while the flood effect lasts. + + Part Water + You cause water in the area to move apart and create a trench. The trench extends across the + spell’s area, and the separated water forms a wall to either side. The trench remains until + the spell ends or you choose a different effect. The water then slowly fills in the trench + over the course of the next round until the normal water level is restored. + + Redirect Flow + You cause flowing water in the area to move in a direction you choose, even if the water has + to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves + as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the + terrain conditions. The water continues to move in the direction you chose until the spell ends + or you choose a different effect. + + Whirlpool + This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a + whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at + the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water + and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the + vortex by making a Strength (Athletics) check against your spell save DC. + When a creature enters the vortex for the first time on a turn or starts its turn there, it must + make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is + caught in the vortex until the spell ends. On a successful save, the creature takes half damage, + and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim + away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to + do so. + The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, + this damage occurs each round it remains in the vortex. + + """ + name = "Control Water" + level = 4 + casting_time = "1 action" + casting_range = "300 feet" + components = ('V', 'S', 'M') + materials = "a drop of water and a pinch of dust" + duration = "Instantaneous or 10 minutes" + magic_school = "Transmutation" + classes = ('Cleric', 'Druid', 'Wizard',) + + +class ControlWeather(Spell): + """You take control of the weather within 5 miles of you for the duration. You must be + outdoors to cast this spell. Moving to a place where you don’t have a clear path to the + sky ends the spell early. + When you cast the spell, you change the current weather conditions, which are determined + by the GM based on the climate and season. You can change precipitation, temperature, and + wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, + you can change the conditions again. When the spell ends, the weather gradually returns + to normal. + When you change the weather conditions, find a current condition on the following tables + and change its stage by one, up or down. When changing the wind, you can change its direction. + + Precipitation + Stage Condition + 1 Clear + 2 Light clouds + 3 Overcast or ground fog + 4 Rain, hail, or snow + 5 Torrential rain, driving hail, or blizzard + + Temperature + Stage Condition + 1 Unbearable heat + 2 Hot + 3 Warm + 4 Cool + 5 Cold + 6 Arctic cold + + Wind + Stage Condition + 1 Calm + 2 Moderate wind + 3 Strong wind + 4 Gale + 5 Storm + + """ + name = "Control Weather" + level = 8 + casting_time = "10 minutes" + casting_range = "self (5-mile radius)" + components = ('V', 'S', 'M') + materials = "Burning incense and bits of earth and wood mixed in water" + duration = "Concentration, up to 8 hours" + magic_school = "Transmutation" + classes = ('Cleric', 'Druid', 'Wizard',) + + +class ControlWinds(Spell): + """You take control of the air in a 100-foot cube that you can + see within range. Choose one of the following effects when you + cast the spell. The effect lasts for the spell’s duration, unless + you use your action on a later turn to switch to a different + effect. You can also use your action to temporarily halt the effect + or to restart one you’ve halted. + + Gusts. A wind picks up within the cube, continually blowing in a + horizontal direction that you choose. You choose the intensity of + the wind: calm, moderate, or strong. If the wind is moderate or strong, + ranged weapon attacks that pass through it or that are made against + targets within the cube have disadvantage on their attack rolls. If + the wind is strong, any creature moving against the wind must spend + 1 extra foot of movement for each foot moved. + + Downdraft. You cause a sustained blast of strong wind to blow downward + from the top of the cube. Ranged weapon attacks that pass through the cube + or that are made against targets within it have disadvantage on their + attack rolls. A creature must make a Strength saving throw if it flies + into the cube for the first time on a turn or starts its turn there + flying. On a failed save, the creature is knocked prone. + + Updraft. You cause a sustained updraft within the cube, rising upward + from the cube’s bottom edge. Creatures that end a fall within the cube + take only half damage from the fall. When a creature in the cube makes + a vertical jump, the creature can jump up to 10 feet higher than normal. + + """ + name = "Control Winds" + level = 5 + casting_time = "1 action" + casting_range = "300 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 hour" + magic_school = "Transmutation" + classes = ('Druid', 'Sorcerer', 'Wizard',) + + +class CordonOfArrows(Spell): + """You plant four pieces of nonmagical ammunition – arrows or crossbow bolts + – in the ground within range and lay magic upon them to protect an area. + Until the spell ends, whenever a creature other than you comes within 30 feet of + the ammunition for the first time on a turn or ends its turn there, one piece of + ammunition flies up to strike it. The creature must succeed on a Dexterity saving + throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The + spell ends when no ammunition remains. + + When you cast this spell, you can designate any creatures you choose, and the spell + ignores them. + + At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, + the amount of ammunition that can be affected increases by two for each slot level above 2nd. + + """ + name = "Cordon of Arrows" + level = 2 + casting_time = "1 action" + components = ('V', 'S', 'M') + materials = "four or more arrows or bolts" + duration = "8 hours" + magic_school = "Transmutation" + classes = ('Ranger',) + + class Counterspell(Spell): """You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, @@ -1540,6 +2712,76 @@ class Counterspell(Spell): classes = () +class CreateBonfire(Spell): + """You create a bonfire on ground that you can see within range. + Until the spell ends, the magic bonfire fills a 5-foot cube. Any + creature in the bonfire’s space when you cast the spell must succeed + on a Dexterity saving throw or take 1d8 fire damage. A creature must + also make the saving throw when it moves into the bonfire’s space + for the first time on a turn or ends its turn there. + The bonfire ignites flammable objects in its area that aren’t being + worn or carried. + The spell’s damage increases by 1d8 when you reach 5th level (2d8), + 11th level (3d8), and 17th level (4d8). + + """ + name = "Create Bonfire" + level = 0 + casting_time = "1 action" + casting_range = "60 feet" + components = ('V', 'S',) + duration = "Concentration, up to 1 minute" + magic_school = "Conjuration" + classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard') + + +class CreateFoodAndWater(Spell): + """You create 45 pounds of food and 30 gallons of water on the ground + or in containers within range, enough to sustain up to fifteen + humanoids or five steeds for 24 hours. The food is bland but nourishing, + and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. + + """ + name = "Create Food and Water" + level = 3 + casting_time = "1 action" + casting_range = "30 feet" + components = ('V', 'S',) + duration = "Instantaneous" + magic_school = "Conjuration" + classes = ('Cleric', 'Paladin',) + + +class CreateHomunculus(Spell): + """While speaking an intricate incantation, you cut yourself with a + jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced + in any way. You then drip your blood on the spell’s other components and + touch them, transforming them into a special construct called a homunculus. + The statistics of the homunculus are in the Monster Manual. It is your + faithful companion, and it dies if you die. Whenever you finish a long rest, + you can spend up to half your Hit Dice if the homunculus is on the same + plane of existence as you. When you do so, roll each die and add your + Constitution modifier to it. Your hit point maximum is reduced by the total, + and the homunculus’s hit point maximum and current hit points are both + increased by it. This process can reduce you to no lower than 1 hit point. + and the change to your and the homunculus’s hit points ends when you finish + your next long rest. The reduction to your hit point maximum can’t be removed + by any means before then, except by the homunculus‘s death. You can have only + one homunculus at a time. If you cast this spell while your homunculus lives, + the spell fails. + + """ + name = "Create Homunculus" + level = 6 + casting_time = "1 hour" + casting_range = "touch" + components = ('V', 'S', 'M') + materials = "clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp" + duration = "Instantaneous" + magic_school = "Transmutation" + classes = ('Wizard',) + + class CreateOrDestroyWater(Spell): """You either create or destroy water. @@ -1613,6 +2855,110 @@ class CreateUndead(Spell): classes = ('Cleric', 'Warlock', 'Wizard', ) +class Creation(Spell): + """You pull wisps of shadow material from the Shadowfell to create + a nonliving object of vegetable matter within range: soft goods, + rope, wood, or something similar. You can also use this spell to + create mineral objects such as stone, crystal, or metal. The object + created must be no larger than a 5-foot cube, and the object must be + of a form and material that you have seen before. + + The duration depends on the object’s material. If the object is composed + of multiple materials, use the shortest duration. + + Material — Duration + Vegetable matter — 1 day + Stone/crystal — 12 hours + Precious metals — 1 hour + Gems — 10 minutes + Adamantine/Mithral — 1 minute + + Using any material created by this spell as another spell’s material + component causes that spell to fail. + + At Higher Levels. When you cast this spell using a spell slot of 6th + level or higher, the cube increases by 5 feet for each slot level above 5th. + + """ + name = "Creation" + level = 5 + casting_time = "1 minute" + casting_range = "30 feet" + components = ('V', 'S', 'M') + materials = "a tiny piece of matter of the same type of the item you plan to create" + duration = "Special" + magic_school = "Illusion" + classes = ('Sorcerer', 'Wizard',) + + +class CrownOfMadness(Spell): + """One humanoid of your choice that you can see within range must succeed + on a Wisdom saving throw or become charmed by you for the duration. + While the target is charmed in this way, a twisted crown of jagged iron + appears on its head, and a madness glows in its eyes. + + The charmed target must use its action before moving on each of its turns to + make a melee attack against a creature other than itself that you mentally + choose. The target can act normally on its turn if you choose no creature + or if none are within its reach. + + On your subsequent turns, you must use your action to maintain control over + the target, or the spell ends. Also, the target can make a Wisdom saving + throw at the end of each of its turns. On a success, the spell ends. + + """ + name = "Crown of Madness" + level = 2 + casting_time = "1 action" + casting_range = "120 feet" + components = ('V', 'S') + duration = "Concentration, up to 1 minute" + magic_school = "Enchantment" + classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard',) + + +class CrownOfStars(Spell): + """Seven star-like motes of light appear and orbit your head until the spell + ends. You can use a bonus action to send one of the motes streaking toward + one creature or object within 120 feet of you. When you do so, make a ranged + spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit + or miss, the mote is expended. The spell ends early if you expend the last mote. + If you have four or more motes remaining, they shed bright light in a 30-foot + radius and dim light for an additional 30 feet. Ifyou have one to three motes + remaining, they shed dim light in a 30—foot radius. + + At Higher Levels. When you cast this spell using a spell slot of 8th level or + higher, the number of motes created increases by two for each slot level above 7th. + + """ + name = "Crown of Stars" + level = 7 + casting_time = "1 action" + casting_range = "self" + components = ('V', 'S') + duration = "1 hour" + magic_school = "Evocation" + classes = ('Sorcerer', 'Warlock', 'Wizard',) + + +class CrusadersMantle(Spell): + """Holy power radiates from you in an aura with a 30-foot radius, awakening + boldness in friendly creatures. Until the spell ends, the aura moves with you, + centered on you. While in the aura, each nonhostile creature in the aura + (including you) deals an extra 1d4 radiant damage when it hits with a weapon + attack. + + """ + name = "Crusader's Mantle" + level = 3 + casting_time = "1 action" + casting_range = "self" + components = ('V',) + duration = "Concentration, up to 1 minute" + magic_school = "Evocation" + classes = ('Paladin',) + + class CureWounds(Spell): """A creature you touch regains a number of hit points equal to ``1d8`` + your spellcasting ability modifier. This spell has no