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add missing druid spells
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@@ -564,6 +564,35 @@ class GuidingBolt(Spell):
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classes = ('Cleric',)
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class GuidingHand(Spell):
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"""You create a Tiny incorporeal hand of shimmering light in an unoccupied
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space you can see within range. The hand exists for the duration, but it
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disappears if you teleport or you travel to a different plane of existence.
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When the hand appears, you name one major landmark, such as a city,
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mountain, castle, or battlefield on the same plane of existence as you.
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Someone in history must have visited the site and mapped it. If the
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landmark appears on no map in existence, the spell fails. Otherwise,
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whenever you move toward the hand, it moves away from you at the same speed
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you moved, and it moves in the direction of the landmark, always remaining
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5 feet away from you.
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If you don’t move toward the hand, it remains in place until you do and
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beckons for you to follow once every 1d4 minutes.
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"""
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name = "Guiding Hand"
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level = 1
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casting_time = "1 minute"
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casting_range = "5 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 8 hours"
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ritual = True
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magic_scool = "Divination"
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classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
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class Gust(Spell):
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"""You seize the air and compel it to create one of the following effects at a
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point you can see within range:
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@@ -491,6 +491,41 @@ class Whirlwind(Spell):
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classes = ('Druid', 'Wizard', 'Sorcerer')
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class WildCunning(Spell):
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"""You call out to the spirits of nature to aid you. When you cast this
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spell, choose one of the following effects:
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-- If there are any tracks on the ground within range, you know where they
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are, and you make Wisdom (Survival) checks to follow these tracks with
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advantage for 1 hour or until you cast this spell again.
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-- If there is edible forage within range, you know it and where to find
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it.
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-- If there is clean drinking water within range, you know it and where to
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find it.
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-- If there is suitable shelter for you and your companions with range, you
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know it and where to find it.
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-- Send the spirits to bring back wood for a fire and to set up a campsite
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in the area using your supplies. The spirits build the fire in a circle of
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stones, put up tents, unroll bedrolls, and put out any rations and water
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for consumption.
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-- Have the spirits instantly break down a campsite, which includes putting
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out a fire, taking down tents, packing up bags, and burying any rubbish.
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"""
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name = "Wild Cunning"
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level = 1
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Insantaneous"
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magic_school = "Transmutation"
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classes = ('Druid', 'Ranger')
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class WindWalk(Spell):
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"""You and up to ten willing creatures you can see within range assume a gaseous
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form for the duration, appearing as wisps of cloud.
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