add missing druid spells

This commit is contained in:
Robert Kubosz
2020-01-17 09:41:28 +01:00
parent dc690b5bf5
commit f54baa9436
2 changed files with 539 additions and 475 deletions
+235 -206
View File
@@ -2,22 +2,22 @@ from .spells import Spell
class GaseousForm(Spell):
"""You transform a willing creature you touch, along with everything its wearing
and carrying, into a misty cloud for the duration. The spell ends if the
"""You transform a willing creature you touch, along with everything its wearing
and carrying, into a misty cloud for the duration. The spell ends if the
creature drops to 0 hit points. An incorporeal creature isnt affected.
While
While
in this form, the targets only method of movement is a flying speed of 10 feet.
The target can enter and occupy the space of another creature. The target has
resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
and Constitution saving throws. The target can pass through small holes, narrow
openings, and even mere cracks, though it treats liquids as though they were
solid surfaces. The target cant fall and remains hovering in the air even when
The target can enter and occupy the space of another creature. The target has
resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
and Constitution saving throws. The target can pass through small holes, narrow
openings, and even mere cracks, though it treats liquids as though they were
solid surfaces. The target cant fall and remains hovering in the air even when
stunned or otherwise incapacitated.
While in the form of a misty cloud, the
target cant talk or manipulate objects, and any objects it was carrying or
holding cant be dropped, used, or otherwise interacted with. The target cant
While in the form of a misty cloud, the
target cant talk or manipulate objects, and any objects it was carrying or
holding cant be dropped, used, or otherwise interacted with. The target cant
attack or cast spells.
"""
name = "Gaseous Form"
@@ -33,26 +33,26 @@ class GaseousForm(Spell):
class Gate(Spell):
"""You conjure a portal linking an unoccupied space you can see within range to a
precise location on a different plane of existence. The portal is a circular
opening, which you can make 5 to 20 feet in diameter. You can orient the portal
"""You conjure a portal linking an unoccupied space you can see within range to a
precise location on a different plane of existence. The portal is a circular
opening, which you can make 5 to 20 feet in diameter. You can orient the portal
in any direction you choose. The portal lasts for the duration.
The portal has
a front and a back on each plane where it appears. Travel through the portal is
possible only by moving through its front. Anything that does so is instantly
The portal has
a front and a back on each plane where it appears. Travel through the portal is
possible only by moving through its front. Anything that does so is instantly
transported to the other plane, appearing in the unoccupied space nearest to the
portal.
Deities and other planar rulers can prevent portals created by this
Deities and other planar rulers can prevent portals created by this
spell from opening in their presence or anywhere within their domains.
When you
cast this spell, you can speak the name of a specific creature (a pseudonym,
title, or nickname doesnt work). If that creature is on a plane other than the
one you are on, the portal opens in the named creatures immediate vicinity and
draws the creature through it to the nearest unoccupied space on your side of
the portal. You gain no special power over the creature, and it is free to act
cast this spell, you can speak the name of a specific creature (a pseudonym,
title, or nickname doesnt work). If that creature is on a plane other than the
one you are on, the portal opens in the named creatures immediate vicinity and
draws the creature through it to the nearest unoccupied space on your side of
the portal. You gain no special power over the creature, and it is free to act
as the Dm deems appropriate. It might leave, attack you, or help you.
"""
name = "Gate"
@@ -69,24 +69,24 @@ class Gate(Spell):
class Geas(Spell):
"""You place a magical command on a creature that you can see within range, forcing
it to carry out some service or refrain from some action or course of actiity
it to carry out some service or refrain from some action or course of actiity
as you decide.
If the creature can understand you, it must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the creature is
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
directly counter to your instructions, but no more than once each day. A
If the creature can understand you, it must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the creature is
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
directly counter to your instructions, but no more than once each day. A
creature that cant understand you is unaffected by the spell.
You can issue
You can issue
any command you choose, short of an activity that would result in certain death.
Should you issue a suicidal command, the spell ends. You can end the spell
early by using an action to dismiss it. A remove curse, greater restoration, or
Should you issue a suicidal command, the spell ends. You can end the spell
early by using an action to dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels: When you cast this spell usinga
At Higher Levels: When you cast this spell usinga
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this
spell using a spell slot of 9th level, the spell lasts until it is ended by one
When you cast this
spell using a spell slot of 9th level, the spell lasts until it is ended by one
of the spells mentioned above.
"""
name = "Geas"
@@ -102,9 +102,9 @@ class Geas(Spell):
class GentleRepose(Spell):
"""You touch a corpse or other remains. For the duration, the target is protected
"""You touch a corpse or other remains. For the duration, the target is protected
from decay and cant become undead.
The spell also effectively extends the time
limit on raising the target from the dead, since days spent under the influence
of this spell dont count against the time limit of spells such as raise dead.
@@ -122,21 +122,21 @@ class GentleRepose(Spell):
class GiantInsect(Spell):
"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
within range into giant versions of their natural forms for the duration. A
centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
within range into giant versions of their natural forms for the duration. A
centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature
Each creature
obeys your verbal commands, and in combat, they act on your turn each round. The
DM has the statistics for these creatures and resolves their actions and
DM has the statistics for these creatures and resolves their actions and
movement.
A creature remains in its giant size for the duration, until it drops
to 0 hit points, or until you use an action to dismiss the effect on it.
The
DM might allow you to choose different targets. For example, if you transform a
The
DM might allow you to choose different targets. For example, if you transform a
bee, its giant version might have the same statistics as a giant wasp.
"""
name = "Giant Insect"
@@ -153,7 +153,7 @@ class GiantInsect(Spell):
class Glibness(Spell):
"""Until the spell ends, when you make a Charisma check, you can replace the number
you roll with a 15. Additionally, no matter what you say, magic that would
you roll with a 15. Additionally, no matter what you say, magic that would
determine if you are telling the truth indicates that you are being truthful.
"""
name = "Glibness"
@@ -169,17 +169,17 @@ class Glibness(Spell):
class GlobeOfInvulnerability(Spell):
"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
radius around you and remains for the duration.
Any spell of 5th level or lower
cast from outside the barrier cant affect creatures or objects within it, even
if the spell is cast using a higher level spell slot. Such a spell can target
creatures and objects within the barrier, but the spell has no effect on them.
Similarly, the area within the barrier is excluded from the areas affected by
if the spell is cast using a higher level spell slot. Such a spell can target
creatures and objects within the barrier, but the spell has no effect on them.
Similarly, the area within the barrier is excluded from the areas affected by
such spells.
At Higher Levels: When you cast this spell using a spell slot of
At Higher Levels: When you cast this spell using a spell slot of
7th level or higher, the barrier blocks spells of one level higher for each slot
level above 6th.
"""
@@ -196,59 +196,59 @@ class GlobeOfInvulnerability(Spell):
class GlyphOfWarding(Spell):
"""When you cast this spell, you inscribe a glyph that harms other creatures,
either upon a surface (such as a table or a section of floor or wall) or within
an object that can be closed (such as a book, a scroll, or a treasure chest) to
"""When you cast this spell, you inscribe a glyph that harms other creatures,
either upon a surface (such as a table or a section of floor or wall) or within
an object that can be closed (such as a book, a scroll, or a treasure chest) to
conceal the glyph.
If you choose a surface, the glyph can cover an area of the
If you choose a surface, the glyph can cover an area of the
surface no larger than 10 feet in diameter. If you choose an object, that object
must remain in its place; if the object is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell ends without being
must remain in its place; if the object is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell ends without being
triggered.
The glyph is nearly invisible and requires a successful Intelligence
(Investigation) check against your spell save DC to be found.
You decide what
triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or standing on the glyph, removing
another object covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed. For glyphs
inscribed within an object, the most common triggers include opening that
object, approaching within a certain distance of the object, or seeing or
You decide what
triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or standing on the glyph, removing
another object covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed. For glyphs
inscribed within an object, the most common triggers include opening that
object, approaching within a certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered, this spell ends.
You can further
refine the trigger so the spell activates only under certain circumstances or
according to physical characteristics (such as height or weight), creature kind
(for example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that dont trigger the
You can further
refine the trigger so the spell activates only under certain circumstances or
according to physical characteristics (such as height or weight), creature kind
(for example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that dont trigger the
glyph, such as those who say a certain password.
When you inscribe the glyph,
When you inscribe the glyph,
choose explosive runes or a spell glyph.
Explosive Runes
When triggered, the
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
When triggered, the
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
Spell Glyph
You can store a
prepared spell of 3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or an area. The
You can store a
prepared spell of 3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or an area. The
spell being stored has no immediate effect when cast in this way. When the glyph
is triggered, the stored spell is cast. If the spell has a target, it targets
is triggered, the stored spell is cast. If the spell has a target, it targets
the creature that triggered the glyph. If the spell affects an area, the area is
centered on that creature. If the spell summons hostile creatures or creates
harmful objects or traps, they appear as close as possible to the intruder and
attack it. If the spell requires concentration, it lasts until the end of its
centered on that creature. If the spell summons hostile creatures or creates
harmful objects or traps, they appear as close as possible to the intruder and
attack it. If the spell requires concentration, it lasts until the end of its
full duration.
At Higher Levels:
At Higher Levels:
"""
name = "Glyph Of Warding"
level = 3
@@ -263,11 +263,11 @@ class GlyphOfWarding(Spell):
class Goodberry(Spell):
"""Up to ten berries appear in your hand and are infused with magic for the
duration. A creature can use its action to eat one berry. Eating a berry
restores 1 hit point, and the berry provides enough nourishment to sustain a
"""Up to ten berries appear in your hand and are infused with magic for the
duration. A creature can use its action to eat one berry. Eating a berry
restores 1 hit point, and the berry provides enough nourishment to sustain a
creature for one day.
The berries lose their potency if they have not been
The berries lose their potency if they have not been
consumed within 24 hours of the casting of this spell.
"""
name = "Goodberry"
@@ -283,13 +283,13 @@ class Goodberry(Spell):
class GraspingVine(Spell):
"""You conjure a vine that sprouts from the ground in an unoccupied space of your
choice that you can see within range. When you cast this spell, you can direct
the vine to lash out at a creature within 30 feet of it that you can see. That
creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
"""You conjure a vine that sprouts from the ground in an unoccupied space of your
choice that you can see within range. When you cast this spell, you can direct
the vine to lash out at a creature within 30 feet of it that you can see. That
creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
toward the vine.
Until the spell ends, you can direct the vine to lash out at
Until the spell ends, you can direct the vine to lash out at
the same creature or another one as a bonus action on each of your turns.
"""
name = "Grasping Vine"
@@ -305,11 +305,11 @@ class GraspingVine(Spell):
class Grease(Spell):
"""Slick grease covers the ground in a 10-foot square centered on a point within
"""Slick grease covers the ground in a 10-foot square centered on a point within
range and turns it into difficult terrain for the duration.
When the grease
appears, each creature standing in its area must succeed on a Dexterity saving
When the grease
appears, each creature standing in its area must succeed on a Dexterity saving
throw or fall prone. A creature that enters the area or ends its turn there must
also succeed on a Dexterity saving throw or fall prone.
"""
@@ -327,7 +327,7 @@ class Grease(Spell):
class GreaterInvisibility(Spell):
"""You or a creature you touch becomes invisible until the spell ends. Anything the
target is wearing or carrying is invisible as long as it is on the targets
target is wearing or carrying is invisible as long as it is on the targets
person.
"""
name = "Greater Invisibility"
@@ -343,15 +343,15 @@ class GreaterInvisibility(Spell):
class GreaterRestoration(Spell):
"""You imbue a creature you touch with positive energy to undo a debilitating
effect. You can reduce the targets exhaustion level by one, or end one of the
following effects on the target:
* One effect that charmed or petrified the
target
* One curse, including the targets attunement to a cursed magic item
"""You imbue a creature you touch with positive energy to undo a debilitating
effect. You can reduce the targets exhaustion level by one, or end one of the
following effects on the target:
* One effect that charmed or petrified the
target
* One curse, including the targets attunement to a cursed magic item
*
Any reduction to one of the targets ability scores
* One effect reducing the
Any reduction to one of the targets ability scores
* One effect reducing the
targets hit point maximum
"""
name = "Greater Restoration"
@@ -368,16 +368,16 @@ class GreaterRestoration(Spell):
class GreenFlameBlade(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 green fire
leaps from the target to a different creature of your choice that you can see
within 5 feet of it. The second creature takes fire damage equal to your
spellcasting ability modifier. This spell's damage increases when you reach
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 green fire
leaps from the target to a different creature of your choice that you can see
within 5 feet of it. The second creature takes fire damage equal to your
spellcasting ability modifier. This spell's damage increases when you reach
higher levels.
At Higher Levels: At 5th level, the melee attack deals an extra
1d8 fire damage to the target, and the fire damage to the second creature
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
At Higher Levels: At 5th level, the melee attack deals an extra
1d8 fire damage to the target, and the fire damage to the second creature
increases to 1d8 + your spellcasting ability modifier. Both damage rolls
increase by 1d8 at 11th level and 17th level.
"""
name = "Green-Flame Blade"
@@ -393,15 +393,15 @@ class GreenFlameBlade(Spell):
class GuardianOfFaith(Spell):
"""A Large spectral guardian appears and hovers for the duration in an unoccupied
space of your choice that you can see within range. The guardian occupies that
space and is indistinct except for a gleaming sword and shield emblazoned with
"""A Large spectral guardian appears and hovers for the duration in an unoccupied
space of your choice that you can see within range. The guardian occupies that
space and is indistinct except for a gleaming sword and shield emblazoned with
the symbol of your deity.
Any creature hostile to you that moves to a space
within 10 feet of the guardian for the firs time on a turn must succeed on a
Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
or half as much damage on a successful one. The guardian vanishes when it has
Any creature hostile to you that moves to a space
within 10 feet of the guardian for the firs time on a turn must succeed on a
Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
or half as much damage on a successful one. The guardian vanishes when it has
dealt a total of 60 damage.
"""
name = "Guardian Of Faith"
@@ -417,27 +417,27 @@ class GuardianOfFaith(Spell):
class GuardianOfNature(Spell):
"""A nature spirit answers your call and transforms you into a powerful guardian.
The transformation lasts until the spell ends. You choose one of the following
"""A nature spirit answers your call and transforms you into a powerful guardian.
The transformation lasts until the spell ends. You choose one of the following
forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers
your body, your facial features become feral, and you gain the following
Primal Beast. Bestial fur covers
your body, your facial features become feral, and you gain the following
benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with
- You gain darkvision with
a range of 120 feet.
- You make Strength—based attack rolls with advantage.
-
-
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree.
Your skin appears barky, leaves sprout from your hair, and you gain the
Great Tree.
Your skin appears barky, leaves sprout from your hair, and you gain the
following benefits:
. You gain 10 temporary hit points.
- You make Constitution
- You make Constitution
saving throws with advantage.
- You make Dexterity- and Wisdom-based attack
- You make Dexterity- and Wisdom-based attack
rolls with advantage.
- While you are on the ground, the ground within 15 feet
- While you are on the ground, the ground within 15 feet
of you is difficult terrain for your enemies.
"""
name = "Guardian Of Nature"
@@ -453,41 +453,41 @@ class GuardianOfNature(Spell):
class GuardsAndWards(Spell):
"""You create a ward that protects up to 2,500 square feet of floor space (an area
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
The warded area can be up to 20 feet tall, and shaped as you desire. You can
"""You create a ward that protects up to 2,500 square feet of floor space (an area
50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
The warded area can be up to 20 feet tall, and shaped as you desire. You can
ward several stories of a stronghold by dividing the area among them, as long as
you can walk into each contiguous area while you are casting the spell.
When
you cast this spell, you can specify individuals that are unaffected by any or
all of the effects that you choose. You can also specify a password that, when
When
you cast this spell, you can specify individuals that are unaffected by any or
all of the effects that you choose. You can also specify a password that, when
spoken aloud, makes the speaker immune to these effects.
Guards and wards
Guards and wards
creates the following effects within the warded area.
Corridors
Fog fills all
the warded corridors, making them heavily obscured. In addition, at each
intersection or branching passage offering a choice of direction, there is a 50
percent chance that a creature other than you will believe it is going in the
Fog fills all
the warded corridors, making them heavily obscured. In addition, at each
intersection or branching passage offering a choice of direction, there is a 50
percent chance that a creature other than you will believe it is going in the
opposite direction from the one it chooses.
Doors
All doors in the warded area
All doors in the warded area
are magically locked, as if sealed by an arcane lock spell. In addition, you can
cover up to ten doors with an illusion (equivalent to the illusory object
function of the m inor illusion spell) to make them appear as plain sections of
cover up to ten doors with an illusion (equivalent to the illusory object
function of the m inor illusion spell) to make them appear as plain sections of
wall.
Stairs
Webs fill all stairs in the warded area from top to bottom, as the
web spell. These strands regrow in 10 minutes if they are burned or torn away
web spell. These strands regrow in 10 minutes if they are burned or torn away
while guards and wards lasts.
Other Spell Effect
You can place your choice of
You can place your choice of
one of the following magical effects within the warded area of the stronghold.
Place dancing lights in four corridors. You can designate a simple program that
@@ -495,20 +495,20 @@ class GuardsAndWards(Spell):
guards and wards lasts.
• Place magic mouth in two
locations.
• Place stinking cloud in two locations. The vapors appear in the
places you designate; they return within 10 minutes if dispersed by wind while
• Place stinking cloud in two locations. The vapors appear in the
places you designate; they return within 10 minutes if dispersed by wind while
guards and wards lasts.
• Place a constant gust of wind in one corridor or room.
• Place a suggestion in one location. You select an area of up to 5 feet
• Place a suggestion in one location. You select an area of up to 5 feet
square, and any creature that enters
or passes through the area receives the
or passes through the area receives the
suggestion mentally.
The whole warded area radiates magic. A dispel magic cast
The whole warded area radiates magic. A dispel magic cast
on a specific effect, if successful, removes only that effect.
You can create a
permanently guarded and warded structure by casting this spell there every
You can create a
permanently guarded and warded structure by casting this spell there every
day for one year.
"""
name = "Guards And Wards"
@@ -524,8 +524,8 @@ class GuardsAndWards(Spell):
class Guidance(Spell):
"""You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one ability check of its choice. It can roll
"""You touch one willing creature. Once before the spell ends, the target can roll
a d4 and add the number rolled to one ability check of its choice. It can roll
the die before or after making the ability check. The spell then ends.
"""
name = "Guidance"
@@ -542,14 +542,14 @@ class Guidance(Spell):
class GuidingBolt(Spell):
"""A flash of light streaks toward a creature of your choice within range.
Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your
next turn has advantage, thanks to the mystical dim light glittering on the
next turn has advantage, thanks to the mystical dim light glittering on the
target until then.
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
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.
"""
name = "Guiding Bolt"
@@ -564,15 +564,44 @@ class GuidingBolt(Spell):
classes = ('Cleric',)
class GuidingHand(Spell):
"""You create a Tiny incorporeal hand of shimmering light in an unoccupied
space you can see within range. The hand exists for the duration, but it
disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city,
mountain, castle, or battlefield on the same plane of existence as you.
Someone in history must have visited the site and mapped it. If the
landmark appears on no map in existence, the spell fails. Otherwise,
whenever you move toward the hand, it moves away from you at the same speed
you moved, and it moves in the direction of the landmark, always remaining
5 feet away from you.
If you dont move toward the hand, it remains in place until you do and
beckons for you to follow once every 1d4 minutes.
"""
name = "Guiding Hand"
level = 1
casting_time = "1 minute"
casting_range = "5 feet"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 8 hours"
ritual = True
magic_scool = "Divination"
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
class Gust(Spell):
"""You seize the air and compel it to create one of the following effects at a
"""You seize the air and compel it to create one of the following effects at a
point you can see within range:
• One Medium or smaller creature that you choose
must succeed on a Strength saving throw or be pushed up to 5 feet away from
must succeed on a Strength saving throw or be pushed up to 5 feet away from
you.
• You create a small blast of air capable of moving one object that is
neither held nor carried and that weighs no more than 5 pounds. The object is
pushed up to 10 feet away from you. It isnt pushed with enough force to cause
• You create a small blast of air capable of moving one object that is
neither held nor carried and that weighs no more than 5 pounds. The object is
pushed up to 10 feet away from you. It isnt pushed with enough force to cause
damage.
• You create a harmless sensory affect using air, such as causing leaves
to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
@@ -590,21 +619,21 @@ class Gust(Spell):
class GustOfWind(Spell):
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
direction you choose for the spells duration. Each creature that starts its
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
direction you choose for the spells duration. Each creature that starts its
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
away from you in a direction following the line.
Any creature in the line must
Any creature in the line must
spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and
similar unprotected flames in the area. It causes protected flames, such as
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
The gust disperses gas or vapor, and it extinguishes candles, torches, and
similar unprotected flames in the area. It causes protected flames, such as
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
them.
As a bonus action on each of your turns before the spell ends, you can
As a bonus action on each of your turns before the spell ends, you can
change the direction in which the line blasts from you.
"""
name = "Gust Of Wind"
+304 -269
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@@ -3,22 +3,22 @@ from .spells import Spell
class WallOfFire(Spell):
"""You create a wall of fire on a solid surface within range. You can make the wall
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
for the duration.
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
damage, or half as much damage on a successful save.
One side of the wall,
One side of the wall,
selected by you when you cast this spell, deals 5d8 fire damage to each creature
that ends its turn within 10 feet of that side or inside the wall. A creature
takes the same damage when it enters the wall for the first time on a turn or
that ends its turn within 10 feet of that side or inside the wall. A creature
takes the same damage when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals no damage.
At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, the
At Higher
Levels: When you cast this spell using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level above 4th.
"""
name = "Wall Of Fire"
@@ -34,20 +34,20 @@ class WallOfFire(Spell):
class WallOfForce(Spell):
"""An invisible wall of force springs into existence at a point you choose within
"""An invisible wall of force springs into existence at a point you choose within
range.
The wall appears in any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating or resting on a solid
surface. You can form it into a hemispherical dome or a sphere with a radius of
The wall appears in any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating or resting on a solid
surface. You can form it into a hemispherical dome or a sphere with a radius of
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
panels. Each panel must be continguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
panels. Each panel must be continguous with another panel. In any form, the
wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
creatures space when it appears, the creature is pushed to one side of the wall
(your choice which side).
Nothing can physically pass through the wall. It is
immune to all damage and cant be dispelled by dispel magic. A disintegrate
spell destroys the wall instantly, however. The wall also extends into the
Nothing can physically pass through the wall. It is
immune to all damage and cant be dispelled by dispel magic. A disintegrate
spell destroys the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.
"""
name = "Wall Of Force"
@@ -65,27 +65,27 @@ class WallOfForce(Spell):
class WallOfIce(Spell):
"""You create a wall of ice on a solid surface within range. You can form it into a
hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a
flat surfcae made up of ten 10-foot-square panels. Each panel must be
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
flat surfcae made up of ten 10-foot-square panels. Each panel must be
contiguous with another panel. In any form, the wall is 1 foot thick and lasts
for the duration.
If the wall cuts through a creatures space when it appears,
the creature within its area is pushed to one side of the wall and must make a
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
If the wall cuts through a creatures space when it appears,
the creature within its area is pushed to one side of the wall and must make a
Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
or half as much damage on a successful save.
The wall is an object that can be
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
The wall is an object that can be
damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit
points destroys it and leaves behind a sheet of frigid air int he space the
wall occupied. A creature moving through the sheet of frigid air for the first
time on a turn must make a Constitution saaving throw. The creature takes 5f6
points destroys it and leaves behind a sheet of frigid air int he space the
wall occupied. A creature moving through the sheet of frigid air for the first
time on a turn must make a Constitution saaving throw. The creature takes 5f6
cold damage on a failed save, or half as much damage on a successful one.
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, the damage the wall deals when it appears increases by 2d6, and the
damage from passing through the sheet of frigid air increases by 1d6, for each
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, the damage the wall deals when it appears increases by 2d6, and the
damage from passing through the sheet of frigid air increases by 1d6, for each
slot level above 6th.
"""
name = "Wall Of Ice"
@@ -101,28 +101,28 @@ class WallOfIce(Spell):
class WallOfLight(Spell):
"""A shimmering wall of bright light appears at a point you choose within range.
The wall appears in any orientation you choose: horizontally, vertically, or
"""A shimmering wall of bright light appears at a point you choose within range.
The wall appears in any orientation you choose: horizontally, vertically, or
diagonally. It can be free floating, or it can rest on a solid surface. The wall
can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line
of sight, but creatures and objects can pass through it. It emits bright light
of sight, but creatures and objects can pass through it. It emits bright light
out to 120 feet and dim light for an additional 120 feet.
When the wall appears,
each creature in its area must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, it takes half as much damage and isnt blinded. A blinded
creature can make a Constitution saving throw at the end of each of its turns,
each creature in its area must make a Constitution saving throw. On a failed
save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
successful save, it takes half as much damage and isnt blinded. A blinded
creature can make a Constitution saving throw at the end of each of its turns,
ending the effect on itself on a success.
A creature that ends its turn in the
A creature that ends its turn in the
walls area takes 4d8 radiant damage.
Until the spell ends, you can use an
action to launch a beam of radiance from the wall at one creature you can see
Until the spell ends, you can use an
action to launch a beam of radiance from the wall at one creature you can see
within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8
radiant damage. Whether you hit or miss, reduce the length of the wall by 10
radiant damage. Whether you hit or miss, reduce the length of the wall by 10
feet. If the walls length drops to 0 feet, the spell ends.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the damage
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 = "Wall Of Light"
@@ -138,8 +138,8 @@ class WallOfLight(Spell):
class WallOfSand(Spell):
"""You conjure up a wall of swirling sand on the ground at a point you can see
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
"""You conjure up a wall of swirling sand on the ground at a point you can see
within range. You can make the wall up to 30 feet long, 10 feet high, and 10
feet thick, and it vanishes when the spell ends. It blocks line of sight but not
movement. A creature is blinded while in the walls space and must spend 3 feet
of movement for every 1 foot it moves there.
@@ -157,37 +157,37 @@ class WallOfSand(Spell):
class WallOfStone(Spell):
"""A nonmagical wall of solid stone springs into existence at a point you choose
"""A nonmagical wall of solid stone springs into existence at a point you choose
within range.
The wall is 6 inches thick and is composed of ten 10-foot-
by-10-foot panels. Each panel must be contiguous with at least on other panel.
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
by-10-foot panels. Each panel must be contiguous with at least on other panel.
Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
thick.
If the wall cuts through a creatures space when it appears, the
If the wall cuts through a creatures space when it appears, the
creature is pushed to one side of the wall (your choice). If a creature would be
surrounded on all sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a success, it can use its
surrounded on all sides by the wall (or the wall and another solid surface),
that creature can make a Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it cant occupy the same space as
a creature or object. the wall doesnt need to be vertical or resting on any
firm foundation. It must, however, merge with and be solidly supported by
a creature or object. the wall doesnt need to be vertical or resting on any
firm foundation. It must, however, merge with and be solidly supported by
existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size
of each panel to create supports. You can crudely shape the wall to create
If you create a span greater than 20 feet in length, you must halve the size
of each panel to create supports. You can crudely shape the wall to create
crenellations, battlements, and so on.
The wall is an object made of stone that
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
connected panels to collapse at the DMs discretion.
If you maintain your
concentration on this spell for its whole duration, the wall becomes permanent
If you maintain your
concentration on this spell for its whole duration, the wall becomes permanent
and cant be dispelled. Otherwise, the wall disappears when the spell ends.
"""
name = "Wall Of Stone"
@@ -203,25 +203,25 @@ class WallOfStone(Spell):
class WallOfThorns(Spell):
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
thorns. The wall appears within range on a solid surface and lasts for the
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
thorns. The wall appears within range on a solid surface and lasts for the
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
5 feet thick. The wall blocks line of sight.
When the wall appears, each
When the wall appears, each
creature within its area must make a Dexterity saving throw. On a failed save, a
creature takes 7d8 piercing damage, or half as much damage on a successful
creature takes 7d8 piercing damage, or half as much damage on a successful
save.
A creature can move through the wall, albeit slowly and painfully. For
every 1 foot a creature moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature enters the wall on a turn or
ends its turn there, the creature must make a Dexterity saving throw. It takes
A creature can move through the wall, albeit slowly and painfully. For
every 1 foot a creature moves through the wall, it must spend 4 feet of
movement. Furthermore, the first time a creature enters the wall on a turn or
ends its turn there, the creature must make a Dexterity saving throw. It takes
7d8 slashing damage on a failed save, or half as much on a successful save.
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, both types o f damage increase by 1d8 for each slot level above 6th.
"""
name = "Wall Of Thorns"
@@ -238,19 +238,19 @@ class WallOfThorns(Spell):
class WallOfWater(Spell):
"""(a drop of water)
You conjure up a wall of water on the ground at a point you
can see within range. You can make the wall up to 30 feet long, 10 feet high,
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall vanishes when the spell ends. The walls
You conjure up a wall of water on the ground at a point you
can see within range. You can make the wall up to 30 feet long, 10 feet high,
and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall vanishes when the spell ends. The walls
space is difficult terrain.
Any ranged weapon attack that enters the walls
Any ranged weapon attack that enters the walls
space has disadvantage on the attack roll, and fire damage
is halved if the fire
effect passes through the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area of the wall they pass through
effect passes through the wall to reach its target. Spells that deal cold
damage that pass through the wall cause the area of the wall they pass through
to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
points destroys it. When a section is destroyed, the walls water doesnt fill
frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
points destroys it. When a section is destroyed, the walls water doesnt fill
it.
"""
name = "Wall Of Water"
@@ -266,17 +266,17 @@ class WallOfWater(Spell):
class WardingBond(Spell):
"""This spell wards a willing creature you touch and creates a mystic connection
"""This spell wards a willing creature you touch and creates a mystic connection
between you and the target until the spell ends.
While the target is within 60
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
to all damage. Also, each time it takes damage, you take the same amount of
While the target is within 60
feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
to all damage. Also, each time it takes damage, you take the same amount of
damage.
The spell ends if you drop to 0 hit points or if you and the target
become separated by more than 60 feet. It also ends if the spell is cast again
on either of the connected creatures. You can also dismiss the spell as an
The spell ends if you drop to 0 hit points or if you and the target
become separated by more than 60 feet. It also ends if the spell is cast again
on either of the connected creatures. You can also dismiss the spell as an
action.
"""
name = "Warding Bond"
@@ -294,15 +294,15 @@ class WardingBond(Spell):
class WardingWind(Spell):
"""A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
with you, remaining centered on you. The wind lasts for the spells duration.
The wind has the following effects:
• It deafens you and other creatures in its
• It deafens you and other creatures in its
area.
• It extinguishes unprotected flames in its area that are torch-sized or
• It extinguishes unprotected flames in its area that are torch-sized or
smaller.
• The area is difficult terrain for creatures other than you.
• The
attack rolls of ranged weapon attacks have disadvantage if they pass in or out
• The
attack rolls of ranged weapon attacks have disadvantage if they pass in or out
of the wind.
• It hedges out vapor, gas, and fog that can be dispersed by strong
wind.
@@ -320,8 +320,8 @@ class WardingWind(Spell):
class WaterBreathing(Spell):
"""This spell grants up to ten willing creatures you can see within range the
ability to breathe underwater until the spell ends. Affected creatures also
"""This spell grants up to ten willing creatures you can see within range the
ability to breathe underwater until the spell ends. Affected creatures also
retain their normal mode of respiration.
"""
name = "Water Breathing"
@@ -338,13 +338,13 @@ class WaterBreathing(Spell):
class WaterWalk(Spell):
"""This spell grants the ability to move across any liquid surface such as water,
acid, mud, snow, quicksand, or lava as if it were harmless solid ground
acid, mud, snow, quicksand, or lava as if it were harmless solid ground
(creatures crossing molten lava can still take damage from the heat).
Up to ten
Up to ten
willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to
If you target a creature submerged in a liquid, the spell carries the target to
the surface of the liquid at a rate of 60 feet per round.
"""
name = "Water Walk"
@@ -360,28 +360,28 @@ class WaterWalk(Spell):
class WaterySphere(Spell):
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
within range. The sphere can hover in the air, but no more than 10 feet off the
"""You conjure up a sphere of water with a 5-foot radius on a point you can see
within range. The sphere can hover in the air, but no more than 10 feet off the
ground. The sphere remains for the spells duration.
Any creature in the
spheres space must make a Strength saving throw. On a successful save, a
creature is ejected from that space to the nearest unoccupied space outside it.
A Huge or larger creature succeeds on the saving throw automatically. On a
failed save, a creature is restrained by the sphere and is engulfed by the
water. At the end of each of its turns, a restrained target can repeat the
Any creature in the
spheres space must make a Strength saving throw. On a successful save, a
creature is ejected from that space to the nearest unoccupied space outside it.
A Huge or larger creature succeeds on the saving throw automatically. On a
failed save, a creature is restrained by the sphere and is engulfed by the
water. At the end of each of its turns, a restrained target can repeat the
saving throw.
The sphere can restrain a maximum of four Medium or smaller
The sphere can restrain a maximum of four Medium or smaller
creatures or one Large creature. If the sphere restrains a creature in excess of
these numbers, a random creature that was already restrained by the sphere
these numbers, a random creature that was already restrained by the sphere
falls out of it and lands prone in a space within 5 feet of it.
As an action,
you can move the sphere up to 30 feet in a straight line. If it moves over a
pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
ground. Any creature restrained by the sphere moves with it. You can ram the
sphere into creatures, forcing them to make the saving throw, but no more than
As an action,
you can move the sphere up to 30 feet in a straight line. If it moves over a
pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
ground. Any creature restrained by the sphere moves with it. You can ram the
sphere into creatures, forcing them to make the saving throw, but no more than
once per turn.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature restrained by
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any creature restrained by
the sphere is knocked prone in the space where it falls.
"""
name = "Watery Sphere"
@@ -397,27 +397,27 @@ class WaterySphere(Spell):
class Web(Spell):
"""You conjure a mass of thick, sticky webbing at a point of your choice within
"""You conjure a mass of thick, sticky webbing at a point of your choice within
range.
The webs fill a 20-foot cube from that point for the duration. The webs
The webs fill a 20-foot cube from that point for the duration. The webs
are difficult terrain and lightly obscure their area.
If the webs arent
anchored between two solid masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
ends at the start of your next turn. Webs layered over a flat surface have a
If the webs arent
anchored between two solid masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the conjured web collapses on itself, and the spell
ends at the start of your next turn. Webs layered over a flat surface have a
depth of 5 feet.
Each creature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw. On a failed save, the
creature is restrained as long as it remains in the webs or until it breaks
Each creature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw. On a failed save, the
creature is restrained as long as it remains in the webs or until it breaks
free.
A creature restrained by the webs can use its action to make a Strength
A creature restrained by the webs can use its action to make a Strength
check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
"""
name = "Web"
@@ -433,15 +433,15 @@ class Web(Spell):
class Weird(Spell):
"""Drawing on the deepest fears of a group of creatures, you create illusory
"""Drawing on the deepest fears of a group of creatures, you create illusory
creatures in their minds, visible only to them.
Each creature in a 30-foot-
radius sphere centered on a point of your choice within range must make a Wisdom
saving throw. On a failed save, a creature becomes frightened for the duration.
The illusion calls on the creatures deepest fears, manifesting its worst
nightmares as an implacable threat. At the end of each of the frightened
creatures turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
The illusion calls on the creatures deepest fears, manifesting its worst
nightmares as an implacable threat. At the end of each of the frightened
creatures turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
damage. On a successful save, the spell ends for that creature.
"""
name = "Weird"
@@ -457,26 +457,26 @@ class Weird(Spell):
class Whirlwind(Spell):
"""A whirlwind howls down to a point that you can see on the ground within range.
"""A whirlwind howls down to a point that you can see on the ground within range.
The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point.
Until the spell ends, you can use your action to move the whirlwind up to 30
feet in any direction along the ground. The whirlwind sucks up any Medium or
smaller objects that arent secured to anything and that arent worn or carried
Until the spell ends, you can use your action to move the whirlwind up to 30
feet in any direction along the ground. The whirlwind sucks up any Medium or
smaller objects that arent secured to anything and that arent worn or carried
by anyone.
A creature must make a Dexterity saving throw the first time on a
A creature must make a Dexterity saving throw the first time on a
turn that it enters the
whirlwind or that the whirlwind enters its space,
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
damage on a failed save, or half as much damage on a successful one. In
addition, a Large or smaller creature that fails the save must succeed on a
Strength saving throw or become restrained in the whirlwind until the spell
ends. When a creature starts its turn restrained by the whirlwind, the creature
whirlwind or that the whirlwind enters its space,
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
damage on a failed save, or half as much damage on a successful one. In
addition, a Large or smaller creature that fails the save must succeed on a
Strength saving throw or become restrained in the whirlwind until the spell
ends. When a creature starts its turn restrained by the whirlwind, the creature
is pulled 5 feet higher inside it, unless the creature is at the top.
A
restrained creature moves with the whirlwind and falls when the spell ends,
unless the creature has some means to stay aloft. A restrained creature can use
an action to make a Strength or Dexterity check against your spell save DC. If
successful, the creature is no longer restrained by the whirlwind and is hurled
A
restrained creature moves with the whirlwind and falls when the spell ends,
unless the creature has some means to stay aloft. A restrained creature can use
an action to make a Strength or Dexterity check against your spell save DC. If
successful, the creature is no longer restrained by the whirlwind and is hurled
3d6 × 10 feet away from it in a random direction.
"""
name = "Whirlwind"
@@ -491,21 +491,56 @@ class Whirlwind(Spell):
classes = ('Druid', 'Wizard', 'Sorcerer')
class WildCunning(Spell):
"""You call out to the spirits of nature to aid you. When you cast this
spell, choose one of the following effects:
-- If there are any tracks on the ground within range, you know where they
are, and you make Wisdom (Survival) checks to follow these tracks with
advantage for 1 hour or until you cast this spell again.
-- If there is edible forage within range, you know it and where to find
it.
-- If there is clean drinking water within range, you know it and where to
find it.
-- If there is suitable shelter for you and your companions with range, you
know it and where to find it.
-- Send the spirits to bring back wood for a fire and to set up a campsite
in the area using your supplies. The spirits build the fire in a circle of
stones, put up tents, unroll bedrolls, and put out any rations and water
for consumption.
-- Have the spirits instantly break down a campsite, which includes putting
out a fire, taking down tents, packing up bags, and burying any rubbish.
"""
name = "Wild Cunning"
level = 1
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = """"""
duration = "Insantaneous"
magic_school = "Transmutation"
classes = ('Druid', 'Ranger')
class WindWalk(Spell):
"""You and up to ten willing creatures you can see within range assume a gaseous
"""You and up to ten willing creatures you can see within range assume a gaseous
form for the duration, appearing as wisps of cloud.
While in this cloud form, a
creature has a flying speed of 300 feet and has resistance to damage from
nonmagical weapons. The only actions a creature can take in this form are the
While in this cloud form, a
creature has a flying speed of 300 feet and has resistance to damage from
nonmagical weapons. The only actions a creature can take in this form are the
Dash action or to revert to its normal form.
Reverting takes 1 minute, during
which time a creature is incapacitated and cant move. Until the spell ends, a
creature can revert to cloud form, which also requires the 1-minute
Reverting takes 1 minute, during
which time a creature is incapacitated and cant move. Until the spell ends, a
creature can revert to cloud form, which also requires the 1-minute
transformation.
If a creature is in cloud form and flying when the effect ends,
the creature descends 60 feet per round for 1 minute until it lands, which it
does safely. If it cant land after 1 minute, the creature falls the remaining
the creature descends 60 feet per round for 1 minute until it lands, which it
does safely. If it cant land after 1 minute, the creature falls the remaining
distance.
"""
name = "Wind Walk"
@@ -522,21 +557,21 @@ class WindWalk(Spell):
class WindWall(Spell):
"""A wall of strong wind rises from the ground at a point you choose within range.
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You
can shape the wall in any way you choose so long as it makes one continuous path
along the ground. The wall lasts for the duration.
When the wall appears, each
creature within its area must make a Strength saving throw. A creature takes
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
creature within its area must make a Strength saving throw. A creature takes
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller
flying creatures or objects cant pass through the wall. Loose, lightweight
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or siege engines, and similar
flying creatures or objects cant pass through the wall. Loose, lightweight
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or siege engines, and similar
projectiles, are unaffected.) Creatures in gaseous form cant pass through it.
"""
name = "Wind Wall"
@@ -552,60 +587,60 @@ class WindWall(Spell):
class Wish(Spell):
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
aloud, you can alter the very foundations of reality in accord with your
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
aloud, you can alter the very foundations of reality in accord with your
desires.
The basic use of this spell is to duplicate any other spell of 8th
The basic use of this spell is to duplicate any other spell of 8th
level or lower. You dont need to meet any requirements in that spell, including
costly components. The spell simply takes effect.
Alternatively, you can create
one of the following effects of your choice:
• You create one object of up to
25,000 gp in value that isnt a magic item. The object can be no more than 300
feet in any dimension, and it appears in an unoccupied space you can see on the
• You create one object of up to
25,000 gp in value that isnt a magic item. The object can be no more than 300
feet in any dimension, and it appears in an unoccupied space you can see on the
ground.
• You allow up to twenty creatures that you can see to regain all hit
points, and you end all effects on them described in the greater restoration
• You allow up to twenty creatures that you can see to regain all hit
points, and you end all effects on them described in the greater restoration
spell.
• You grant up to ten creatures that you can see resistance to a damage
• You grant up to ten creatures that you can see resistance to a damage
type you choose.
• You grant up to ten creatures you can see immunity to a
single spell or other magical effect for 8 hours. For instance, you could make
• You grant up to ten creatures you can see immunity to a
single spell or other magical effect for 8 hours. For instance, you could make
yourself and all your com panions immune to a lichs life drain attack.
• You
undo a single recent event by forcing a reroll of any roll made within the last
• You
undo a single recent event by forcing a reroll of any roll made within the last
round (including your last turn). Reality reshapes itself to accommodate the new
result. For example, a wish spell could undo an opponents successful save, a
foes critical hit, or a friends failed save. You can force the reroll to be
made with advantage or disadvantage, and you can choose whether to use the
result. For example, a wish spell could undo an opponents successful save, a
foes critical hit, or a friends failed save. You can force the reroll to be
made with advantage or disadvantage, and you can choose whether to use the
reroll or the original roll.
You might be able to achieve something beyond the
You might be able to achieve something beyond the
scope of the above examples. State your wish to the DM as precisely as possible.
The DM has great latitude in ruling what occurs in such an instance; the
greater the wish, the greater the likelihood that something goes wrong. This
spell might simply fail, the effect you desire
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
The DM has great latitude in ruling what occurs in such an instance; the
greater the wish, the greater the likelihood that something goes wrong. This
spell might simply fail, the effect you desire
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
result of how you worded the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that villain is no longer
alive, effectively removing you from the game. Similarly, wishing for a
legendary magic item or artifact might instantly transport you to the presence
might propel you forward in time to a period when that villain is no longer
alive, effectively removing you from the game. Similarly, wishing for a
legendary magic item or artifact might instantly transport you to the presence
of the items current owner.
The stress of casting this spell to produce any
effect other than duplicating another spell weakens you. After enduring that
stress, each time you cast a spell until you finish a long rest, you take 1d10
necrotic damage per level of that spell. This damage cant be reduced or
prevented in any way. In addition, your Strength drops to 3, if it isnt 3 or
lower already, for 2d4 days. For each of those days that you spend resting and
doing nothing more than light activity, your remaining recovery time decreases
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
The stress of casting this spell to produce any
effect other than duplicating another spell weakens you. After enduring that
stress, each time you cast a spell until you finish a long rest, you take 1d10
necrotic damage per level of that spell. This damage cant be reduced or
prevented in any way. In addition, your Strength drops to 3, if it isnt 3 or
lower already, for 2d4 days. For each of those days that you spend resting and
doing nothing more than light activity, your remaining recovery time decreases
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
wish ever again if you suffer this stress.
"""
name = "Wish"
@@ -621,17 +656,17 @@ class Wish(Spell):
class WitchBolt(Spell):
"""A beam of crackling, blue energy lances out toward a creature within range,
"""A beam of crackling, blue energy lances out toward a creature within range,
forming a sustained arc of lightning between you and the target.
Make a ranged
spell attack against that creature. On a hit, the target takes 1d12 lightning
damage, and on each of your turns for the duration, you can use your action to
deal 1d12 lightning damage to the target automatically. The spell ends if you
use your action to do anything else. The spell also ends if the target is ever
Make a ranged
spell attack against that creature. On a hit, the target takes 1d12 lightning
damage, and on each of your turns for the duration, you can use your action to
deal 1d12 lightning damage to the target automatically. The spell ends if you
use your action to do anything else. The spell also ends if the target is ever
outside the spells range or if it has total cover from you.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the initial
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level above 1st.
"""
name = "Witch Bolt"
@@ -647,10 +682,10 @@ class WitchBolt(Spell):
class WordOfRadiance(Spell):
"""You utter a divine word, and burning radiance erupts from you. Each creature of
your choice that you can see within range must succeed on a Constitution saving
"""You utter a divine word, and burning radiance erupts from you. Each creature of
your choice that you can see within range must succeed on a Constitution saving
throw or take 1d6 radiant damage.
The spells damage increases by 1d6 when you
The spells damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
"""
name = "Word Of Radiance"
@@ -666,16 +701,16 @@ class WordOfRadiance(Spell):
class WordOfRecall(Spell):
"""You and up to five willing creatures within 5 feet of you instantly teleport to
"""You and up to five willing creatures within 5 feet of you instantly teleport to
a previously designated sanctuary.
You and any creatures that teleport with you
appear in the nearest unoccupied space to the spot you designated when you
prepared your sanctuary (see below). If you cast this spell without first
You and any creatures that teleport with you
appear in the nearest unoccupied space to the spot you designated when you
prepared your sanctuary (see below). If you cast this spell without first
preparing a sanctuary, the spell has no effect.
You must designate a sanctuary
by casting this spell within a location, such as a temple, dedicated to or
strongly linked to your deity. If you attempt to cast the spell in this manner
You must designate a sanctuary
by casting this spell within a location, such as a temple, dedicated to or
strongly linked to your deity. If you attempt to cast the spell in this manner
in an area that isnt dedicated to your deity, the spell has no effect.
"""
name = "Word Of Recall"
@@ -692,24 +727,24 @@ class WordOfRecall(Spell):
class WrathOfNature(Spell):
"""You call out to the spirits of nature to rouse them against your enemies. Choose
a point you can see within range. The spirits cause trees, rocks, and grasses
in a 60-foot cube centered on that point to become animated until the spell
a point you can see within range. The spirits cause trees, rocks, and grasses
in a 60-foot cube centered on that point to become animated until the spell
ends.
Grasses and Undergrowth. Any area of ground in the cube that is covered by
grass or undergrowth is difficult terrain for your enemies.
Trees. At the start
of each of your turns, each of your enemies within 10 feet of any tree in the
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
of each of your turns, each of your enemies within 10 feet of any tree in the
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
whipping branches.
Roots and Vines. At the end of each of your turns, one
creature of your choice that is on the ground in the cube must succeed on a
Strength saving throw or become restrained until the spell ends. A restrained
creature can use an action to make a Strength (Athletics) check against your
Roots and Vines. At the end of each of your turns, one
creature of your choice that is on the ground in the cube must succeed on a
Strength saving throw or become restrained until the spell ends. A restrained
creature can use an action to make a Strength (Athletics) check against your
spell save DC, ending the effect on itself on a success.
Rocks. As a bonus
action on your turn, you can cause a loose rock in the cube to launch at a
Rocks. As a bonus
action on your turn, you can cause a loose rock in the cube to launch at a
creature you can see in the cube. Make a ranged spell attack against the target.
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
succeed on a Strength saving throw or fall prone.
"""
name = "Wrath Of Nature"
@@ -725,11 +760,11 @@ class WrathOfNature(Spell):
class WrathfulSmite(Spell):
"""The next time you hit with a melee weapon attack during this spells duration,
"""The next time you hit with a melee weapon attack during this spells duration,
your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a
creature, it must make a Wisdom saving throw or be frightened of you until the
spell ends. As an action, the creature can make a Wisdom check against your
Additionally, if the target is a
creature, it must make a Wisdom saving throw or be frightened of you until the
spell ends. As an action, the creature can make a Wisdom check against your
spell save DC to steel its resolve and end this spell.
"""
name = "Wrathful Smite"