from .spells import Spell 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 = "Concentration, up to 10 minutes" magic_school = "Transmutation" classes = ('Cleric', 'Druid', 'Wizard') class SleetStorm(Spell): """Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. """ name = "Sleet Storm" level = 3 casting_time = "1 action" casting_range = "150 feet" components = ('V', 'S', 'M') materials = "A pinch of dust and a few drops of water" duration = "Concentration, up to 1 minute" magic_school = "Conjuration" classes = ('Druid', 'Sorcerer', 'Wizard') class DestructiveWave(Spell): """You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. """ name = "Destructive Wave" level = 5 casting_time = "1 action" casting_range = "Self (30 foot radius)" components = ("V",) magic_school = "Evocation" classes = ("Paladin",) class InsectPlague(Spell): """Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. """ name = "Insect Plague" level = 5 casting_time = "1 action" casting_range = "300 feet" components = ('V', 'S', 'M') materials = "A few grains of sugar, some kernels of grain, and a smear of fat" duration = "Concentration, Up to 10 minutes" magic_school = "Conjuration" classes = ('Cleric', 'Druid', 'Sorcerer') class FindFamiliar(Spell): """You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. """ name = "Find Familiar" level = 1 casting_time = "1 hour" casting_range = "10 feet" components = ('V', 'S', 'M') materials = ("10 gp worth of charcoal, incense, and herbs that must be" "consumed by fire in a brass brazier") duration = "Instantaneous" magic_school = "Conjuration" classes = ('Wizard',) class ProtectionFromEvilAndGood(Spell): """Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. """ name = "Protection From Evil And Good" level = 1 casting_time = "1 action" casting_range = "Touch" components = ('V', 'S', 'M') materials = "Holy water or powdered silver and iron, which the spell consumes" duration = "Concentration, Up to 10 minutes" magic_school = "Abjuration" classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard') class ZoneOfTruth(Spell): """You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. """ name = "Zone Of Truth" level = 2 casting_time = "1 action" casting_range = "60 feet" components = ('V', 'S') materials = "" duration = "10 minutes" magic_school = "Enchantment" classes = ('Bard', 'Cleric', 'Paladin') class EnsnaringStrike(Spell): """The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Level: If 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 = "Ensnaring Strike" level = 1 casting_time = '1 bonus action' casting_range = 'Self' components = ('V') duration = 'Concentration, up to 1 minute' magic_school = 'Conjuration' classes = ("Ranger",) class Moonbeam(Spell): """A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. """ name = "Moonbeam" level = 2 casting_time = "1 action" casting_range = "120 feet" components = ('V', 'S', 'M') materials = "Several seeds of any moonseed plant and a piece of opalescent feldspar" duration = "Concentration, Up to 1 minute" magic_school = "Evocation" classes = ('Druid',) class PlantGrowth(Spell): """This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. """ name = "Plant Growth" level = 3 casting_time = "1 action or 8 hours" casting_range = "150 feet" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Transmutation" classes = ('Bard', 'Druid', 'Ranger') class IceStorm(Spell): """A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. """ name = "Ice Storm" level = 4 casting_time = "1 action" casting_range = "300 feet" components = ('V', 'S', 'M') materials = "A pinch of dust and a few drops of water" duration = "Instantaneous" magic_school = "Evocation" classes = ('Druid', 'Sorcerer', 'Wizard') 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" casting_range = "Self" components = ('V', 'S') materials = "" duration = "Instantaneous" magic_school = "Divination" classes = ('Druid', 'Ranger') class TreeStride(Spell): """You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree. """ name = "Tree Stride" level = 5 casting_time = "1 action" casting_range = "Self" components = ('V', 'S') materials = "" duration = "Concentration, Up to 1 minute" magic_school = "Conjuration" classes = ('Druid', 'Ranger') class HoldMonster(Spell): """Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. """ name = "Hold Monster" level = 5 casting_time = "1 action" casting_range = "90 feet" components = ('V', 'S', 'M') materials = "A small, straight piece of iron" duration = "Concentration, Up to 1 minute" magic_school = "Enchantment" classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard') class Scrying(Spell): """You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge - Save Modifier Secondhand (you have heard of the target) - +5 Firsthand (you have met the target) +0 Familiar (you know the target well) - -5 Connection - Save Modifier Likeness or picture - -2 Possession or garment - -4 Body part, lock of hair, bit of nail, or the like - -10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. """ name = "Scrying" level = 5 casting_time = "10 minutes" casting_range = "Self" components = ('V', 'S', 'M') materials = ("A focus worth at least 1,000 gp, such as a crystal ball, " "a silver mirror, or a font filled with holy water") duration = "Concentration, Up to 10 minutes" magic_school = "Divination" classes = ('Bard', 'Cleric', 'Druid', 'Warlock', 'Wizard') 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 10 minutes" magic_school = "Enchantment" classes = ('Paladin',) 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 foot radius)' components = ('V',) duration = "Concentration, up to 10 minutes" magic_school = "Abjuration" classes = ('Paladin',) 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 activity 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 creature that can't understand you is unaffected by the spell. 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 wish spell also ends it. At Higher Levels: When you cast this spell using a 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 of the spells mentioned above. """ name = "Geas" level = 5 casting_time = "1 minute" casting_range = "60 feet" components = ('V',) materials = "" duration = "30 days" magic_school = "Enchantment" classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Wizard') 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 you cast this spell, choose the nature of the curse from the following options. • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. • While cursed, the target has disadvantage on attack rolls against you. • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. """ name = "Bestow Curse" level = 3 casting_time = "1 action" casting_range = "Touch" components = ('V', 'S') materials = "" duration = "Concentration, Up to 1 minute" magic_school = "Necromancy" classes = ('Bard', 'Cleric', 'Wizard') class Fear(Spell): """You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. """ name = "Fear" level = 3 casting_time = "1 action" casting_range = "Self (30-foot radius)" components = ('V', 'S', 'M') materials = "A white feather or the heart of a hen" duration = "Concentration, Up to 1 minute" magic_school = "Illusion" classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard') class DominateBeast(Spell): """You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. """ name = "Dominate Beast" level = 4 casting_time = "1 action" casting_range = "60 feet" components = ('V', 'S') materials = "" duration = "Concentration, Up to 1 minute" magic_school = "Enchantment" classes = ('Druid', 'Sorcerer') 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 disperses 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 damage on 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') materials = "" duration = "Concentration, Up to 10 minutes" magic_school = "Conjuration" classes = ('Sorcerer', 'Wizard') 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') materials = "" duration = "Concentration, Up to 1 minute" magic_school = "Enchantment" classes = ('Bard', 'Cleric') class HypnoticPattern(Spell): """You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. """ name = "Hypnotic Pattern" level = 3 casting_time = "1 action" casting_range = "120 feet" components = ('S', 'M') materials = "A glowing stick of incense or a crystal vial filled with phosphorescent material" duration = "Concentration, Up to 1 minute" magic_school = "Illusion" classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard') class OtilukesResilientSphere(Spell): """A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing---not physical objects, energy, or other spell effects---can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. """ name = "Otiluke's Resilient Sphere" level = 4 casting_time = "1 action" casting_range = "30 feet" components = ('V', 'S', 'M') materials = ("a hemispherical piece of clear crystal and a matching " "hemispherical piece of gum arabic") duration = "Concentration, up to 1 minute" magic_school = "Evocation" classes = ('Wizard',) class WallOfForce(Spell): """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 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 contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's 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 can't 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" level = 5 casting_time = "1 action" casting_range = "120 feet" components = ('V', 'S', 'M') materials = "A pinch of powder made by crushing a clear gemstone" duration = "Concentration, Up to 10 minutes" magic_school = "Evocation" classes = ('Wizard',)