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2c8492485e
- More reliable clean up of stray temporary files. - Typos in spell description. - Separate file for version number.
4583 lines
184 KiB
Python
4583 lines
184 KiB
Python
def create_spell(**params):
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"""Create a new subclass of ``Spell`` with given default parameters.
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Useful for spells that haven't been entered into the ``spells.py``
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file yet.
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Parameters
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----------
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params : optional
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Saved as attributes of the new class.
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Returns
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-------
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NewSpell
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New spell class, subclass of ``Spell``, with given params.
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"""
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NewSpell = type('UnknownSpell', (Spell,), params)
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return NewSpell
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class Spell():
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"""A magical spell castable by a player character."""
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level = 0
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name = "Unknown spell"
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casting_time = "1 action"
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casting_range = "60 ft"
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components = ("V", "S")
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materials = ""
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duration = "instantaneous"
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concentration = False
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ritual = False
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magic_school = ""
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classes = ()
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def __str__(self):
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s = self.name
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# Indicate if this is a ritual or a concentration
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indicators = [('R', self.ritual), ('C', self.concentration)]
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indicators = tuple(letter for letter, is_active in indicators if is_active)
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if len(indicators):
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s += f' ({", ".join(indicators)})'
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return s
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def __repr__(self):
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return f'<{self.name}>'
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def component_string(self):
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s = f'{", ".join(self.components)}'
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if "M" in self.components:
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s += f' ({self.materials})'
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return s
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class AcidArrow(Spell):
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"""A shimmering green arrow streaks toward a target within range and
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bursts in a spray of acid. Make a ranged spell attack against the
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target. On a hit, the target takes 4d4 acid damage immediately and
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2d4 acid damage at the end of its next turn. On a miss, the arrow
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splashes the target with acid for half as much of the initial
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damage and no damage at the end of its next turn.
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At Higher Levels. When you cast this spell using a spell slot of
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3rd level or higher, the damage (both initial and later) increases
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by 1d4 for each slot level above 2nd.
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"""
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level = 2
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name = "Acid Arrow"
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casting_time = "1 action"
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casting_range = "90 ft"
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components = ("V", "S", "M")
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duration = "instantaneous"
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magic_school = "Evocation"
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classes = ('Wizard',)
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class AcidSplash(Spell):
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"""You hurl a bubble of acid. Choose one creature within range, or
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choose two creatures within range that are within 5 feet of each
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other. A target must succeed on a Dexterity saving throw or take
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1d6 acid damage.
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This spell's damage increases by 1d6 when you reach 5th level
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(2d6), 11th level (3d6), and 17th level (4d6).
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"""
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name = "Acid Splash"
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level = 0
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magic_school = "Conjuration"
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classes = ('Sorceror', 'Wizard', )
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class Aid(Spell):
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"""Your spell bolsters your allies with toughness and resolve. Choose
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up to three creatures within range. Each target’s hit point
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maximum and current hit points increase by 5 for the duration.
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At Higher Levels: When you cast this spell using a spell slot of
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3rd level or higher, a target’s hit points increase by an
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additional 5 for each slot level above 2nd.
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"""
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name = "Aid"
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level = 2
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A tiny strip of white cloth"
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duration = "8 hours"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin', )
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class Alarm(Spell):
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"""You set an alarm against unwanted intrusion. Choose a door, a
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window, or an area within range that is no larger than a 20-foot
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cube. Until the spell ends, an alarm alerts you whenever a Tiny or
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larger creature touches or enters the warded area. When you cast
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the spell, you can designate creatures that won’t set off the
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alarm. You also choose whether the alarm is mental or audible. A
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mental alarm alerts you with a ping in your mind if you are within
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1 mile of the warded area. This ping awakens you if you are
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sleeping. An audible alarm produces the sound of a hand bell for
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10 seconds within 60 feet.
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"""
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name = "Alarm"
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level = 1
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casting_time = "1 minute"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A tiny bell and a piece of fine silver wire."
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duration = "8 hours"
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magic_school = "Abjuration"
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classes = ('Ranger', 'Wizard')
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class AlterSelf(Spell):
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"""You assume a different form. When you cast the spell, choose one of
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the following options, the effects of which last for the duration
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of the spell. While the spell lasts, you can end one option as an
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action to gain the benefits of a different one.
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*Aquatic Adaptation*: You adapt your body to an aquatic environment,
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sprouting gills and growing webbing between your fingers. You can
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breathe underwater and gain a swimming speed equal to your walking
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speed.
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*Change Appearance*: You transform your appearance. You decide
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what you look like, including your height, weight, facial
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features, sound of your voice, hair length, coloration, and
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distinguishing characteristics, if any. You can make yourself
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appear as a member of another race, though none of your statistics
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change. You also can't appear as a creature of a different size
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than you, and your basic shape stays the same; if you're bipedal,
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you can't use this spell to become quadrupedal, for instance. At
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any time for the duration of the spell, you can use your action to
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change your appearance in this way again.
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*Natural Weapons*: You grow claws, fangs, spines, horns, or a
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different natural weapon of your choice. Your unarmed strikes deal
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1d6 bludgeoning, piercing, or slashing damage, as appropriate to
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the natural weapon you chose, and you are proficient with your
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unarmed strikes. Finally, the natural weapon is magic and you have
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a +1 bonus to the attack and damage rolls you make using it.
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"""
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name = "Alter Self"
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level = 2
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casting_time = "1 action"
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casting_range = "self"
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components = ("V", "S")
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duration = "Concentration, up to 1 hour"
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magic_school = "Transmutation"
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classes = ('Sorceror', 'Wizard', 'Warlock')
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class AnimalFriendship(Spell):
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"""This spell lets you convince a beast that you mean it no
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harm. Choose a beast that you can see within range. It must see
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and hear you. If the beast’s Intelligence is 4 or higher, the
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spell fails. Otherwise, the beast must succeed on a Wisdom saving
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throw or be charmed by you for the spell’s duration. If you or one
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of your companions harms the target, the spell ends.
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*At Higher Levels*: When you cast this spell using a spell slot of
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2nd level or higher, you can affect one additional beast for each
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slot level above 1st.
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"""
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name = "Animal Friendship"
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level = 1
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A morsel of food"
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duration = "24 hours"
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Ranger')
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class AnimalMessenger(Spell):
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"""By means of this spell, you use an animal to deliver a
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message. Choose a Tiny beast you can see with in range, such as a
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squirrel, a blue jay, or a bat. You specify a location , which you
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must have visited, and a recipient who matches a general
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description , such as “a man or woman dressed in the uniform of
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the town guard” or “a red-haired dwarf wearing a pointed hat.” You
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also speak a message of up to twenty-five words. The target beast
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travels for the duration of the spell toward the specified
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location, covering about 50 miles per 24 hours for a flying
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messenger, or 25 miles for other animals.
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When the messenger arrives, it delivers your message to the
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creature that you described, replicating the sound of your
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voice. The messenger speaks only to a creature matching the
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description you gave. If the messenger doesn’t reach its
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destination before the spell ends, the message is lost, and the
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beast makes its way back to where you cast this spell.
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At Higher Levels: If you cast this spell using a spell slot of 3rd
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level or higher, the duration of the spell increases by 48 hours
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for each slot level above 2nd.
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"""
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name = "Animal Messenger"
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level = 2
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A morsel of food"
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duration = "24 hours"
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Ranger')
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class AnimalShapes(Spell):
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"""Your magic turns others into beasts. Choose any number of willing
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creatures that you can see within range. You transform each target
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into the form of a Large or smaller beast with a challenge rating
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of 4 or lower. On subsequent turns, you can use your action to
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transform affected creatures into new forms.
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The transformation lasts for the duration for each target, or
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until the target drops to 0 hit points or dies. You can choose a
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different form for each target. A target’s game statistics are
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replaced by the statistics of the chosen beast, though the target
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retains its alignment and Intelligence, Wisdom and Charisma
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scores. The target assumes the hit points of its new form, and
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when it reverts to its normal form, it returns to the number of
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hit points it had before it transformed. If it reverts as a result
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of dropping to 0 hit points, any excess damage carries over to its
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normal form. As long as the excess damage doesn't reduce the
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creature’s normal form to 0 hit points, it isn't knocked
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unconscious. The creature is limited in the actions it can perform
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by the nature of its new form, and it can’t speak or cast spells.
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The target’s gear melds into the new form. The target can’t
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activate, wield, or otherwise benefit from any of its equipment.
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"""
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name = "Animal Shapes"
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level = 8
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S")
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duration = "Concentration, up to 24 hours"
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magic_school = "Transmutation"
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classes = ('Druid',)
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class AnimateDead(Spell):
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"""This spell creates an undead servant. Choose a pile of bones or a
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corpse of a medium or small humanoid within range. Your spell
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imbues the target with a foul mimicry of life, raising it as an
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undead creature. The target becomes a skeleton if you chose bones
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or a zombie if you chose a corpse (the DM has the creature’s game
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statistics).
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On each of your turns, you can use a bonus action to mentally
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command any creature you made with this spell if the creature is
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within 60 feet of you (if you control multiple creatures, you can
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command any or all of them at the same time, issuing the same
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command to each one). You decide what action the creature will
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take and where it will move during its next turn, or you can issue
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a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends
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itself against hostile creatures. Once given an order, the
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creature continues to follow it until its task is complete.
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The creature is under your control for 24 hours, after which it
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stops obeying any command you’ve given it. To maintain control of
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the creature for another 24 hours, you must cast this spell on the
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creature again before the current 24-hour period ends. This use of
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the spell reasserts your control over up to four creatures you
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have animated with this spell, rather than animating a new one.
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At Higher Levels. When you cast this spell using a spell slot of
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4th level or higher, you animate or reassert control over two
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additional undead creatures for each slot level above 3rd. Each of
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the creatures must come from a different corpse or pile of bones.
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"""
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name = "Animate Dead"
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level = 3
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casting_time = "1 minute"
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casting_range = "10 ft"
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components = ("V", "S", "M")
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materials = "A drop of blood, a piece of flesh and a pinch of bone dust"
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duration = "instantaneous"
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magic_school = "Necromancy"
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classes = ('Cleric', 'Wizard', 'Paladin')
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class AnimateObjects(Spell):
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"""Objects come to life at your command. Choose up to ten nonmagical
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objects within range that are not being worn or carried. Medium
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targets count as two objects, Large targets count as four objects,
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Huge targets count as eight objects. You can’t animate any object
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larger than Huge. Each target animates and becomes a creature
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under your control until the spell ends or until reduced to 0 hit
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points.
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As a bonus action, you can mentally command any creature you made
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with this spell if the creature is within 500 feet of you (if you
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control multiple creatures, you can command any or all of them at
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the same time, issuing the same command to each one). You decide
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what action the creature will take and where it will move during
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its next turn, or you can issue a general command, such as to
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guard a particular chamber or corridor. If you issue no commands,
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the creature only defends itself against hostile creatures. Once
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given an order, the creature continues to follow it until its task
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is complete.
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**Animated Object Statistics**
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Size HP AC Attack Str Dex
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---- -- -- ------ --- ---
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Tiny 20 18 +8 to hit, 1D4+4 damage 4 18
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Small 25 16 +6 to hit, 1D8+2 damage 6 14
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Medium 40 13 +5 to hit, 2D6+1 damage 10 12
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Large 50 10 +6 to hit, 2D10+2 damage 14 10
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Huge 80 10 +8 to hit, 2D12+4 damage 18 6
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An animated object is a construct with AC, hit points, attacks,
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Strength, and Dexterity determined by its size. Its Constitution
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is 10 and its Intelligence and Wisdom are 3, and its Charisma is
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1. Its speed is 30 feet; if the object lacks legs or other
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appendages it can use for locomotion, it instead has a flying
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speed of 30 feet and can hover. If the object is securely attached
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to a surface or a larger object, such as a chain bolted to a wall,
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its speed is 0. It has blindsight with a radius of 30 feet and is
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blind beyond that distance. When the animated object drops to 0
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hit points, it reverts to its original object form, and any
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remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee
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attack against a creature within 5 feet of it. It makes a slam
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attack with an attack bonus and bludgeoning damage determined by
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its size. The DM might rule that a specific object inflicts
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slashing or piercing damage based on its form.
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*At Higher Levels*: If you cast this spell using a spell slot of
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6th level or higher, you can animate two additional objects for
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each slot level above 5th.
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"""
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name = "Animate Objects"
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level = 5
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casting_time = "1 action"
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casting_range = "120 ft"
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components = ("V", "S")
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duration = "Concentration, up to 1 minute."
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magic_school = "Transmutation"
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classes = ('Bard', 'Sorceror', 'Wizard')
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class AntilifeShell(Spell):
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"""A shimmering barrier extends out from you in a 10-foot radius and
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moves with you, remaining centered on you and hedging out
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creatures other than undead and constructs. The barrier lasts for
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the duration. The barrier prevents an affected creature from
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passing or reaching through. An affected creature can cast spells
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or make attacks with ranged or reach weapons through the
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barrier. If you move so that an affected creature is forced to
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pass through the barrier, the spell ends.
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"""
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name = "Antilife Shell"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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components = ("V", "S")
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ('Druid', )
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class AntimagicField(Spell):
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"""A 10-foot-radius invisible sphere of antimagic surrounds you. This
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area is divorced from the magical energy that suffuses the
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multiverse. Within the sphere, spells can’t be cast, summoned
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creatures disappear, and even magic items become mundane. Until
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the spell ends, the sphere moves with you, centered on you.
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Spells and other magical effects, except those created by an
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artifact or a deity, are suppressed in the sphere and can’t
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protrude into it. A slot expended to cast a suppressed spell is
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consumed. While an effect is suppressed, it doesn’t function, but
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the time it spends suppressed counts against its duration.
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**Targeted Effects** Spells and other magical effects, such as Magic
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Missile and Charm Person, that target a creature or an object in
|
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the sphere have no effect on that target.
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**Areas of Magic** The area of another spell or magical effect,
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such as Fireball, can’t extend into the sphere. If the sphere
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overlaps an area of magic, the part of the area that is covered by
|
||
the sphere is suppressed. For example, the flames created by a
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||
Wall of Fire are suppressed within the sphere, creating a gap in
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||
the wall if the overlap is large enough.
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**Spells** Any active spell or other magical effect on a creature
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or an object in the sphere is suppressed while the creature or
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object is in it.
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**Magic Items** The properties and powers of magic items are
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suppressed in the sphere. For example, a + 1 longsword in the
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sphere functions as a nonmagical longsword.
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A magic weapon’s properties and powers are suppressed if it is
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used against a target in the sphere or wielded by an attacker in
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the sphere. If a magic weapon or a piece of magic ammunition fully
|
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leaves the sphere (for example, if you fire a magic arrow or throw
|
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a magic spear at a target outside the sphere), the magic of the
|
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item ceases to be suppressed as soon as it exits.
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**Magical Travel** Teleportation and planar travel fail to work in
|
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the sphere, whether the sphere is the destination or the departure
|
||
point for such magical travel. A portal to another location,
|
||
world, or plane of existence, as well as an opening to an
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||
extradimensional space such as that created by the Rope Trick
|
||
spell, temporarily closes while in the sphere.
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**Creatures and Objects** A creature or object summoned or created
|
||
by magic temporarily winks out of existence in the sphere. Such a
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creature instantly reappears once the space the creature occupied
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is no longer within the sphere.
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**Dispel Magic** Spells and magical effects such as Dispel Magic
|
||
have no effect on the sphere. Likewise, the spheres created by
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different antimagic field spells don’t nullify each other.
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||
|
||
"""
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name = "Antimagic Field"
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||
level = 8
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||
casting_time = "1 action"
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||
casting_range = "10-foot-radius sphere"
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||
components = ("V", "S", "M")
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||
materials = "A pinch of powdered iron or iron filings"
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||
duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Wizard')
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||
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class AntipathySympathy(Spell):
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||
"""This spell attracts or repels creatures of your choice. You target
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something within range, either a Huge or smaller object or
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||
creature or an area that is no larger than a 200-foot cube. Then
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||
specify a kind of intelligent creature, such as red dragons,
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||
goblins, or vampires. You invest the target with an aura that
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either attracts or repels the specified creatures for the
|
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duration. Choose antipathy or sympathy as the aura’s effect.
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||
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**Antipathy** The enchantment causes creatures of the kind you
|
||
designated to feel an intense urge to leave the area and avoid the
|
||
target. When such a creature can see the target or comes within 60
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||
feet of it, the creature must succeed on a Wisdom saving throw or
|
||
become frightened. The creature remains frightened while it can
|
||
see the target or is within 60 feet of it. While frightened by the
|
||
target, the creature must use its movement to move to the nearest
|
||
safe spot from which it can’t see the target. If the creature
|
||
moves more than 60 feet from the target and can’t see it, the
|
||
creature is no longer frightened, but the creature becomes
|
||
frightened again if it regains sight of the target or moves within
|
||
60 feet of it.
|
||
|
||
**Sympathy** The enchantment causes the specified creatures to
|
||
feel an intense urge to approach the target while within 60 feet
|
||
of it or able to see it. When such a creature can see the target
|
||
or comes within 60 feet of it, the creature must succeed on a
|
||
Wisdom saving throw or use its movement on each of its turns to
|
||
enter the area or move within reach of the target. When the
|
||
creature has done so, it can’t willingly move away from the
|
||
target. If the target damages or otherwise harms an affected
|
||
creature, the affected creature can make a Wisdom saving throw to
|
||
end the effect, as described below.
|
||
|
||
**Ending the Effect** If an affected creature ends its turn while
|
||
not within 60 feet of the target or able to see it, the creature
|
||
makes a Wisdom saving throw. On a successful save, the creature is
|
||
no longer affected by the target and recognizes the feeling of
|
||
repugnance or attraction as magical. In addition, a creature
|
||
affected by the spell is allowed another Wisdom saving throw every
|
||
24 hours while the spell persists. A creature that successfully
|
||
saves against this effect is immune to it for 1 minute, after
|
||
which time it can be affected again.
|
||
|
||
"""
|
||
name = "Antipathy/Sympath"
|
||
level = 8
|
||
casting_time = "1 hour"
|
||
casting_range = "60 ft"
|
||
components = ("V", "S", "M")
|
||
materials = "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect"
|
||
duration = "instantaneous"
|
||
magic_school = "10 days"
|
||
classes = ('Druid', 'Wizard')
|
||
|
||
|
||
class ArcaneEye(Spell):
|
||
"""You create an invisible, magical eye within range that hovers in
|
||
the air for the duration.
|
||
|
||
You mentally receive visual information from the eye, which has
|
||
normal vision and darkvision out to 30 feet. The eye can look in
|
||
every direction.
|
||
|
||
As an action, you can move the eye up to 30 feet in any
|
||
direction. There is no limit to how far away from you the eye can
|
||
move, but it can’t enter another plane of existence. A solid
|
||
barrier blocks the eye’s movement, but the eye can pass through an
|
||
opening as small as 1 inch in diameter.
|
||
|
||
"""
|
||
name = "ArcaneEye"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "30 ft"
|
||
components = ("V", "S", "M")
|
||
materials = "A bit of bat fur"
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Divination"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class ArcaneGate(Spell):
|
||
"""You create linked teleportation portals that remain open for the
|
||
duration. Choose two points on the ground that you can see, one
|
||
point within 10 feet of you and one point within 500 feet of
|
||
you. A circular portal, 10 feet in diameter, opens over each
|
||
point. If the portal would open in the space occupied by a
|
||
creature, the spell fails, and the casting is lost.
|
||
|
||
The portals are two-dimensional glowing rings filled with mist,
|
||
hovering inches from the ground and perpendicular to it at the
|
||
points you choose. A ring is visible only from one side (your
|
||
choice), which is the side that functions as a portal.
|
||
|
||
Any creature or object entering the portal exits from the other
|
||
portal as if the two were adjacent to each other; passing through
|
||
a portal from the nonportal side has no effect. The mist that
|
||
fills each portal is opaque and blocks vision through it. On your
|
||
turn, you can rotate the rings as a bonus action so that the
|
||
active side faces in a different direction.
|
||
|
||
"""
|
||
name = "Arcane Gate"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "500 ft"
|
||
components = ("V", "S")
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Conjuration"
|
||
classes = ('Sorceror', 'Warlock', 'Wizard')
|
||
|
||
|
||
class ArcaneHand(Spell):
|
||
"""You create a Large hand of shimmering, translucent force in an
|
||
unoccupied space that you can see within range. The hand lasts for
|
||
the spell's duration, and it moves at your command, mimicking the
|
||
movements of your own hand.
|
||
|
||
The hand is an object that has AC 20 and hit points equal to your
|
||
hit point maximum. If it drops to 0 hit points, the spell ends. It
|
||
has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand
|
||
doesn't fill its space. When you cast the spell and as a bonus
|
||
action on your subsequent turns, you can move the hand up to 60
|
||
feet and then cause one of the following effects with it.
|
||
|
||
**Clenched Fist** The hand strikes one creature or object within 5
|
||
feet of it. Make a melee spell attack for the hand using your game
|
||
statistics. On a hit, the target takes 4d8 force damage.
|
||
|
||
**Forceful Hand** The hand attempts to push a creature within 5
|
||
feet of it in a direction you choose. Make a check with the hand's
|
||
Strength contested by the Strength (Athletics) check of the
|
||
target. If the target is Medium or smaller, you have advantage on
|
||
the check. If you succeed, the hand pushes the target up to 5 feet
|
||
plus a number of feet equal to five times your spellcasting
|
||
ability modifier. The hand moves with the target to remain within
|
||
5 feet of it.
|
||
|
||
**Grasping Hand** The hand attempts to grapple a Huge or smaller
|
||
creature within 5 feet of it. You use the hand's Strength score to
|
||
resolve the grapple. If the target is Medium or smaller, you have
|
||
advantage on the check. While the hand is grappling the target,
|
||
you can use a bonus action to have the hand crush it. When you do
|
||
so, the target takes bludgeoning damage equal to 2d6 + your
|
||
spellcasting ability modifier.
|
||
|
||
**Interposing Hand** The hand interposes itself between you and a
|
||
creature you choose until you give the hand a different
|
||
command. The hand moves to stay between you and the target,
|
||
providing you with half cover against the target. The target can't
|
||
move through the hand's space if its Strength score is less than
|
||
or equal to the hand's Strength score. If its Strength score is
|
||
higher than the hand's Strength score, the target can move toward
|
||
you through the hand's space, but that space is difficult terrain
|
||
for the target.
|
||
|
||
**At Higher Levels** When you cast this spell using a spell slot
|
||
of 6th level or higher, the damage from the clenched fist option
|
||
increases by 2d8 and the damage from the grasping hand increases
|
||
by 2d6 for each slot level above 5th.
|
||
|
||
"""
|
||
level = 5
|
||
name = "Arcane Hand"
|
||
casting_time = "1 action"
|
||
casting_range = "120 ft"
|
||
components = ("V", "S", "M")
|
||
materials = "an eggshell and a snakeskin glove"
|
||
duration = "1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class ArcaneLock(Spell):
|
||
"""You touch a closed door, window, gate, chest, or other entryway,
|
||
and it becomes locked for the duration. You and the creatures you
|
||
designate when you cast this spell can open the object
|
||
normally. You can also set a password that, when spoken within 5
|
||
feet of the object, suppresses this spell for 1 minute. Otherwise,
|
||
it is impassable until it is broken or the spell is dispelled or
|
||
suppressed. Casting knock on the object suppresses arcane lock for
|
||
10 minutes.
|
||
|
||
While affected by this spell, the object is more difficult to
|
||
break or force open; the DC to break it or pick any locks on it
|
||
increases by 10.
|
||
|
||
"""
|
||
name = "Arcane Lock"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "Gold dust worth at least 25 gp, which the spell consumes"
|
||
duration = "Until dispelled"
|
||
magic_school = "Abjuration"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class ArcanistsMagicAura(Spell):
|
||
"""You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
|
||
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
|
||
|
||
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
|
||
|
||
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
|
||
|
||
"""
|
||
level = 2
|
||
name = "Arcanist's Magic Aura"
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "a small square of silk"
|
||
duration = "24 hours"
|
||
magic_school = "Illusion"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class ArmorOfAgathys(Spell):
|
||
"""A protective magical force surrounds you, manifesting as a spectral
|
||
frost that covers you and your gear. You gain 5 temporary hit
|
||
points for the duration. If a creature hits you with a melee
|
||
attack while you have these hit points, the creature takes 5 cold
|
||
damage.
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of
|
||
2nd level or higher, both the temporary hit points and the cold
|
||
damage increase by 5 for each slot level above 1st.
|
||
|
||
"""
|
||
name = "Armor of Agathys"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S", "M")
|
||
materials = "A cup of water"
|
||
duration = "1 hour"
|
||
magic_school = "Abjuration"
|
||
classes = ('Warlock', )
|
||
|
||
|
||
class ArmsOfHadar(Spell):
|
||
"""You invoke the power of Hadar, the Dark Hunger.
|
||
|
||
Tendrils of dark energy erupt from you and batter all creatures
|
||
within 10 feet of you. Each creature in that area must make a
|
||
Strength saving throw. On a failed save, a target takes 2d6
|
||
necrotic damage and can’t take reactions until its next turn. On a
|
||
successful save, the creature takes half damage, but suffers no
|
||
other effect.
|
||
|
||
**At Higher Levels**: When you cast this spell using a spell slot
|
||
of 2nd level or higher, the damage increases by 1d6 for each slot
|
||
level above 1st.
|
||
|
||
"""
|
||
name = "Arms of Hadar"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self (10-foot radius)"
|
||
components = ("V", "S")
|
||
duration = "instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ('Warlock',)
|
||
|
||
|
||
class AstralProjection(Spell):
|
||
"""You and up to eight willing creatures within range project your
|
||
astral bodies into the Astral Plane (the spell fails and the
|
||
casting is wasted if you are already on that plane). The material
|
||
body you leave behind is unconscious and in a state of suspended
|
||
animation; it doesn’t need food or air and doesn’t age.
|
||
|
||
Your astral body resembles your mortal form in almost every way,
|
||
replicating your game statistics and possessions. The principal
|
||
difference is the addition of a silvery cord that extends from
|
||
between your shoulder blades and trails behind you, fading to
|
||
invisibility after 1 foot. This cord is your tether to your
|
||
material body. As long as the tether remains intact, you can find
|
||
your way home. If the cord is cut —something that can happen only
|
||
when an effect specifically states that it does— your soul and
|
||
body are separated, killing you instantly.
|
||
|
||
Your astral form can freely travel through the Astral Plane and
|
||
can pass through portals there leading to any other plane. If you
|
||
enter a new plane or return to the plane you were on when casting
|
||
this spell, your body and possessions are transported along the
|
||
silver cord, allowing you to re-enter your body as you enter the
|
||
new plane. Your astral form is a separate incarnation. Any damage
|
||
or other effects that apply to it have no effect on your physical
|
||
body, nor do they persist when you return to it.
|
||
|
||
The spell ends for you and your companions when you use your
|
||
action to dismiss it. When the spell ends, the affected creature
|
||
returns to its physical body, and it awakens.
|
||
|
||
The spell might also end early for you or one of your
|
||
companions. A successful dispel magic spell used against an astral
|
||
or physical body ends the spell for that creature. If a creature’s
|
||
original body or its astral form drops to 0 hit points, the spell
|
||
ends for that creature. If the spell ends and the silver cord is
|
||
intact, the cord pulls the creature’s astral form back to its
|
||
body, ending its state of suspended animation.
|
||
|
||
If you are returned to your body prematurely, your companions
|
||
remain in their astral forms and must find their own way back to
|
||
their bodies, usually by dropping to 0 hit points.
|
||
|
||
"""
|
||
name = "Astral Projection"
|
||
level = 9
|
||
casting_time = "1 hour"
|
||
casting_range = "10 ft"
|
||
components = ("V", "S", "M")
|
||
materials = "For each creature you affect with this spell, you must provide one jacinth worth at least 1000 GP and one ornately carved bar of silver worth at least 100 GP, all of which the spell consumes."
|
||
duration = "Special"
|
||
magic_school = "Necromancy"
|
||
classes = ('Necromancy', 'Cleric', 'Warlock', 'Wizard', 'Monk')
|
||
|
||
|
||
class Augury(Spell):
|
||
"""By casting gem-inlaid sticks, rolling dragon bones, laying out
|
||
ornate cards, or employing some other divining tool, you receive
|
||
an omen from an otherworldly entity about the results of a
|
||
specific course of action that you plan to take within the next 30
|
||
minutes. The DM chooses from the following possible omens:
|
||
|
||
- Weal, for good results
|
||
- Woe, for bad results
|
||
- Weal and woe, for both good and bad results
|
||
- Nothing, for results that aren’t especially good or bad
|
||
|
||
The spell doesn’t take into account any possible circumstances
|
||
that might change the outcome, such as the casting of additional
|
||
spells or the loss or gain of a companion. If you cast the spell
|
||
two or more times before completing your next long rest, there is
|
||
a cumulative 25 percent chance for each casting after the first
|
||
that you get a random reading. The DM makes this roll in secret.
|
||
|
||
"""
|
||
name = "Augury"
|
||
level = 2
|
||
casting_time = "1 minute"
|
||
casting_range = "Self"
|
||
components = ("V", "S", "M")
|
||
materials = "specially marked sticks, bones, or similar tokens worth at least 25 gp"
|
||
duration = "instantaneous"
|
||
magic_school = "Divination"
|
||
classes = ('Cleric', )
|
||
|
||
|
||
class AuraOfLife(Spell):
|
||
"""Life-preserving energy radiates from you in an aura with a 30-foot
|
||
radius. Until the spell ends, the aura moves with you, centered on
|
||
you. Each nonhostile creature in the aura (including you) has
|
||
resistance to necrotic damage, and its hit point maximum can’t be
|
||
reduced. In addition, a nonhostile, living creature regains 1 hit
|
||
point when it starts its turn in the aura with 0 hit points.
|
||
|
||
"""
|
||
name = "Aura of Life"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30 foot radius)"
|
||
components = ("V",)
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Abjuration"
|
||
classes = ('Paladin', )
|
||
|
||
|
||
class AuraOfPurity(Spell):
|
||
"""Until the spell ends, the aura moves with you, centered on
|
||
you. Each nonhostile creature in the aura (including you) can’t
|
||
become diseased, has resistance to poison damage, and has
|
||
advantage on saving throws against effects that cause any of the
|
||
following conditions: blinded, charmed, deafened, frightened,
|
||
paralyzed, poisoned, and stunned.
|
||
|
||
"""
|
||
name = "Aura of Purity"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ("V",)
|
||
duration = "Concentration, up to 10 minutes."
|
||
magic_school = "Abjuration"
|
||
classes = ('Paladin', )
|
||
|
||
|
||
class AuraOfVitality(Spell):
|
||
"""Healing energy radiates from you in an aura with a 30-foot
|
||
radius. Until the spell ends, the aura moves with you, centered on
|
||
you. You can use a bonus action to cause one creature in the aura
|
||
(including you) to regain 2d6 hit points.
|
||
|
||
"""
|
||
name = "Aura of Vitality"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ("V", )
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ('Paladin', )
|
||
|
||
|
||
class Awaken(Spell):
|
||
"""After spending the casting time tracing magical pathways within a
|
||
precious gem stone, you touch a Huge or smaller beast or
|
||
plant. The target must have either no Intelligence score or an
|
||
Intelligence of 3 or less. The target gains an Intelligence of
|
||
10. The target also gains the ability to speak one language you
|
||
know. If the target is a plant, it gains the ability to move its
|
||
limbs, roots, vines, creepers, and so forth, and it gains senses
|
||
similar to a human’s. Your DM chooses statistics appropriate for
|
||
the awakened plant, such as the statistics for the awakened shrub
|
||
or the awakened tree.
|
||
|
||
The awakened beast or plant is charmed by you for 30 days or until
|
||
you or your companions do anything harmful to it. When the charmed
|
||
condition ends, the awakened creature chooses whether to remain
|
||
friendly to you, based on how you treated it while it was charmed.
|
||
|
||
"""
|
||
name = "Awaken"
|
||
level = 5
|
||
casting_time = "8 hours"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "an agate worth at least 1,000 gp, which the spell consumes"
|
||
duration = "instantaneous"
|
||
magic_school = "Transmutation"
|
||
classes = ('Bard', )
|
||
|
||
|
||
class Bane(Spell):
|
||
"""Up to three creatures of your choice that you can see within range
|
||
must make Charisma saving throws. Whenever a target that fails
|
||
this saving throw makes an attack roll or a saving throw before
|
||
the spell ends, the target must roll a d4 and subtract the number
|
||
rolled from the attack roll or saving throw.
|
||
|
||
At Higher Levels. When you cast this spell using a spell slot of
|
||
2nd level or higher, you can target one additional creature for
|
||
each slot level above 1st.
|
||
|
||
"""
|
||
name = "Bane"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "a drop of blood"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Cleric', )
|
||
|
||
|
||
class BanishingSmite(Spell):
|
||
"""The next time you hit a creature with a weapon attack before this
|
||
spell ends, your weapon crackles with force, and the attack deals
|
||
an extra 5d10 force damage to the target. Additionally, if this
|
||
attack reduces the target to 50 hit points or fewer, you banish
|
||
it. If the target is native to a different plane of existence than
|
||
the one you’re on, the target disappears, returning to its home
|
||
plane. If the target is native to the plane you’re on, the
|
||
creature vanishes into a harmless demiplane. While there, the
|
||
target is incapacitated. It remains there until the spell ends, at
|
||
which point the target reappears in the space it left or in the
|
||
nearest unoccupied space if that space is occupied.
|
||
|
||
"""
|
||
name = "Banishing Smite"
|
||
level = 5
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Self"
|
||
components = ("V", )
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Abjuration"
|
||
classes = ('Paladin', )
|
||
|
||
|
||
class Banishment(Spell):
|
||
"""You attempt to send one creature that you can see within range to
|
||
another plane of existence. The target must succeed on a Charisma
|
||
saving throw or be banished.
|
||
|
||
If the target is native to the plane of existence you're on, you
|
||
banish the target to a harmless demiplane. While there, the target
|
||
is incapacitated. The target remains there until the spell ends,
|
||
at which point the target reappears in the space it left or in the
|
||
nearest unoccupied space if that space is occupied.
|
||
|
||
If the target is native to a different plane of existence than the
|
||
one you're on, the target is banished with a faint popping noise,
|
||
returning to its home plane. If the spell ends before 1 minute has
|
||
passed, the target reappears in the space it left or in the
|
||
nearest unoccupied space if that space is occupied. Otherwise, the
|
||
target doesn't return.
|
||
|
||
At Higher Levels. When you cast this spell using a spell slot of
|
||
5th level or higher, you can target one additional creature for
|
||
each slot level above 4th.
|
||
|
||
"""
|
||
level = 4
|
||
name = "Banishment"
|
||
casting_time = "1 action"
|
||
casting_range = "60 ft"
|
||
components = ("V", "S", "M")
|
||
materials = "an item distasteful to the target"
|
||
duration = "1 minutes"
|
||
magic_school = "Abjuration"
|
||
classes = ('Cleric', 'Paladin', 'Sorceror', 'Warlock', 'Wizard')
|
||
|
||
|
||
class Barkskin(Spell):
|
||
"""You touch a willing creature. Until the spell ends, the target's
|
||
skin has a rough, bark-like appearance, and the target's AC can't
|
||
be less than 16, regardless of what kind of armor it is wearing.
|
||
|
||
"""
|
||
level = 2
|
||
name = "Barkskin"
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "a handful of oak bark"
|
||
duration = "1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class BeaconOfHope(Spell):
|
||
"""This spell bestows hope and vitality. Choose any number of
|
||
creatures within range. For the duration, each target has
|
||
advantage on Wisdom saving throws and death saving throws, and
|
||
regains the maximum number of hit points possible from any
|
||
healing.
|
||
|
||
"""
|
||
name = "Beacon of Hope"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S')
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Abjuration"
|
||
classes = ('Cleric', )
|
||
|
||
|
||
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 GM's option, you may
|
||
choose an alternative curse effect, but it should be no more
|
||
powerful than those described above. The GM 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.
|
||
|
||
"""
|
||
level = 3
|
||
name = "Bestow Curse"
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S")
|
||
duration = "1 minute"
|
||
magic_school = "Necromancy"
|
||
classes = ('Bard', 'Cleric', 'Wizard')
|
||
|
||
|
||
class BlackTentacles(Spell):
|
||
"""Squirming, ebony tentacles fill a 20-foot square on ground that you
|
||
can see within range. For the duration, these tentacles turn the
|
||
ground in the area into difficult terrain.
|
||
|
||
When a creature enters the affected area for the first time on a
|
||
turn or starts its turn there, the creature must succeed on a
|
||
Dexterity saving throw or take 3d6 bludgeoning damage and be
|
||
restrained by the tentacles until the spell ends. A creature that
|
||
starts its turn in the area and is already restrained by the
|
||
tentacles takes 3d6 bludgeoning damage.
|
||
|
||
A creature restrained by the tentacles can use its action to make
|
||
a Strength or Dexterity check (its choice) against your spell save
|
||
DC. On a success, it frees itself.
|
||
|
||
"""
|
||
level = 4
|
||
name = "Black Tentacles"
|
||
casting_time = "1 action"
|
||
casting_range = "90 ft"
|
||
components = ("V", "S", "M")
|
||
duration = "1 minute"
|
||
magic_school = "Conjuration"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class BladeBarrier(Spell):
|
||
"""You create a vertical wall of whirling, razor-sharp blades made of
|
||
magical energy. The wall appears within range and lasts for the
|
||
duration. You can make a straight wall up to 100 feet long, 20
|
||
feet high, and 5 feet thick, or a ringed wall up to 60 feet in
|
||
diameter, 20 feet high, and 5 feet thick. The wall provides
|
||
three-quarters cover to creatures behind it, and its space is
|
||
difficult terrain. When a creature enters the wall’s area for the
|
||
first time on a turn or starts its turn there, the creature must
|
||
make a Dexterity saving throw. On a failed save, the creature
|
||
takes 6d10 slashing damage. On a successful save, the creature
|
||
takes half as much damage.
|
||
|
||
"""
|
||
name = "Blade Barrier"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class BladeWard(Spell):
|
||
"""You extend your hand and trace a sigil of warding in the air. Until
|
||
the end of your next turn, you have resistance against
|
||
bludgeoning, piercing, and slashing damage dealt by weapon
|
||
attacks.
|
||
|
||
"""
|
||
name = "Blade Ward"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
duration = "1 round"
|
||
magic_school = "Evocation"
|
||
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard')
|
||
|
||
|
||
class Bless(Spell):
|
||
"""You bless up to three creatures of your choice within
|
||
range. Whenever a target makes an attack roll or a saving throw
|
||
before the spell ends, the target can roll a d4 and add the number
|
||
rolled to the attack roll or saving throw. At Higher Levels. When
|
||
you cast this spell using a spell slot of 2nd level or higher, you
|
||
can target one additional creature for each slot level above
|
||
1st.
|
||
|
||
"""
|
||
name = "Bless"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a sprinkling of holy water"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class Blight(Spell):
|
||
"""Necromantic energy washes over a creature of your choice that you
|
||
can see within range, draining moisture and vitality from it. The
|
||
target must make a Constitution saving throw. The target takes 8d8
|
||
necrotic damage on a failed save, or half as much damage on a
|
||
successful one. This spell has no effect on undead or constructs.
|
||
|
||
If you target a plant creature or a magical plant, it makes the
|
||
saving throw with disadvantage, and the spell deals maximum damage
|
||
to it.
|
||
|
||
If you target a nonmagical plant that isn't a creature, such as a
|
||
tree or shrub, it doesn't make a saving throw; it simply withers
|
||
and dies.
|
||
|
||
**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 = "Blight"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S')
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class BlindnessDeafness(Spell):
|
||
"""You can blind or deafen a foe. Choose one creature that you can see
|
||
within range to make a Constitution saving throw. If it fails, the
|
||
target is either blinded or deafened (your choice) for the
|
||
duration. At the end of each of its turns, the target can make a
|
||
Constitution saving throw. On a success, the spell ends.
|
||
|
||
At Higher Levels. When you cast this spell using a spell slot of
|
||
3rd level or higher, you can target one additional creature for
|
||
each slot level above 2nd.
|
||
|
||
"""
|
||
name = "Blindness/Deafness"
|
||
magic_school = "Necromancy"
|
||
level = 2
|
||
casting_range = "30 feet"
|
||
components = ("V", )
|
||
duration = "1 minute"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class Blink(Spell):
|
||
"""Roll a d20 at the end of each of your turns for the duration of the
|
||
spell. On a roll of 11 or higher, you vanish from your current
|
||
plane of existence and appear in the Ethereal Plane (the spell
|
||
fails and the casting is wasted if you were already on that
|
||
plane). At the start of your next turn, and when the spell ends if
|
||
you are on the Ethereal Plane, you return to an unoccupied space
|
||
of your choice that you can see within 10 feet of the space you
|
||
vanished from. If no unoccupied space is available within that
|
||
range, you appear in the nearest unoccupied space (chosen at
|
||
random if more than one space is equally near). You can dismiss
|
||
this spell as an action.
|
||
|
||
While on the Ethereal Plane, you can see and hear the plane you
|
||
originated from, which is cast in shades of gray, and you can't
|
||
see anything there more than 60 feet away. You can only affect and
|
||
be affected by other creatures on the Ethereal Plane. Creatures
|
||
that aren't there can't perceive you or interact with you, unless
|
||
they have the ability to do so.
|
||
|
||
"""
|
||
name = "Blink"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
duration = "1 minute"
|
||
magic_school = "Transmutation"
|
||
classes = ('Sorceror', 'Wizard')
|
||
|
||
|
||
class Blur(Spell):
|
||
"""Your body becomes blurred, shifting and wavering to all who can see
|
||
you. For the duration, any creature has disadvantage on attack
|
||
rolls against you. An attacker is immune to this effect if it
|
||
doesn’t rely on sight, as with blindsight, or can see through
|
||
illusions, as with truesight.
|
||
|
||
"""
|
||
name = "Blur"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = 'Self'
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class BurningHands(Spell):
|
||
"""As you hold your hands with thumbs touching and fingers spread, a
|
||
thin sheet of flames shoots forth from your outstretched
|
||
fingertips. Each creature in a 15-foot cone must make a Dexterity
|
||
saving throw. A creature takes 3d6 fire damage on a failed save,
|
||
or half as much damage on a successful one.
|
||
|
||
The fire ignites any flammable objects in the area that aren't
|
||
being worn or carried.
|
||
|
||
**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 = "Burning Hands"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self (15 foot cone)"
|
||
components = ("V", "S")
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class ChainLightning(Spell):
|
||
"""You create a bolt of lightning that arcs toward a target of your
|
||
choice that you can see within range. Three bolts then leap from
|
||
that target to as many as three other targets, each of which must
|
||
be within 30 feet of the first target. A target can be a creature
|
||
or an object and can be targeted by only one of the bolts. A
|
||
target must make a Dexterity saving throw. The target takes 10d8
|
||
lightning 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, one additional bolt leaps from
|
||
the first target to another target for each slot level above
|
||
6th.
|
||
|
||
"""
|
||
name = "Chain Lightning"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class CharmPerson(Spell):
|
||
"""You attempt to charm a humanoid you can see within range. It must
|
||
make a Wisdom saving throw, and does so with advantage if you or
|
||
your companions are fighting it. If it fails the saving throw, it
|
||
is charmed by you until the spell ends or until you or your
|
||
companions do anything harmful to it. The charmed creature regards
|
||
you as a friendly acquaintance. When the spell ends, the creature
|
||
knows it was charmed by you. At Higher Levels. When you cast this
|
||
spell using a spell slot of 2nd level or higher, you can target
|
||
one additional creature for each slot level above 1st. The
|
||
creatures must be within 30 feet of each other when you target
|
||
them.
|
||
|
||
"""
|
||
name = "Charm Person"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "1 hour"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class ChillTouch(Spell):
|
||
"""You create a ghostly, skeletal hand in the space of a creature
|
||
within range. Make a ranged spell attack including spell attack
|
||
bonus, against the creature to assail it with the chill of the
|
||
grave. On a hit, the target takes 1d8 necrotic damage, and it
|
||
can't regain hit points until the start of your next turn. Until
|
||
then, the hand clings to the target.
|
||
|
||
If you hit an undead target, it also has disadvantage on attack
|
||
rolls against you until the end of your next turn.
|
||
|
||
This spell's damage increases by 1d8 when you reach 5th level
|
||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||
|
||
"""
|
||
name = "Chill Touch"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "1 round"
|
||
magic_school = "Necromancy"
|
||
classes = ('Sorceror', 'Warlock', 'Wizard')
|
||
|
||
|
||
class ChromaticOrb(Spell):
|
||
"""You hurl a 4-inch-diameter sphere of energy at a creature that you
|
||
can see within range. You choose acid, cold, fire, lightning,
|
||
poison, or thunder for the type of orb you create, and then make a
|
||
ranged spell attack against the target. If the attack hits, the
|
||
creature takes 3d8 damage of the type you chose.
|
||
|
||
**At Higher Levels.** When you cast this spell using a spell slot of
|
||
2nd level or higher, the damage increases by 1d8 for each slot
|
||
level above 1st.
|
||
|
||
"""
|
||
name = "Chromatic Orb"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "A diamond worth at least 50 gp"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Sorceror', 'Wizard')
|
||
|
||
|
||
class CircleOfDeath(Spell):
|
||
"""A sphere of negative energy ripples out in a 60-foot- radius sphere
|
||
from a point within range. Each creature in that area must make a
|
||
Constitution saving throw. A target takes 8d6 necrotic 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 increases by 2d6 for each slot
|
||
level above 6th.
|
||
|
||
"""
|
||
name = "Circle of Death"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "150 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "the powder of a crushed black pearl worth at least 500 gp"
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Sorceror', 'Warlock', 'Wizard')
|
||
|
||
|
||
class Clone(Spell):
|
||
"""This spell grows an inert duplicate of a living creature as a
|
||
safeguard against death. This clone forms inside a sealed vessel
|
||
and grows to full size and maturity after 120 days; you can also
|
||
choose to have the clone be a younger version of the same
|
||
creature. It remains inert and endures indefinitely, as long as
|
||
its vessel remains undisturbed.
|
||
|
||
At any time after the clone matures, if the original creature
|
||
dies, its soul transfers to the clone, provided that the soul is
|
||
free and willing to return. The clone is physically identical to
|
||
the original and has the same personality, memories, and
|
||
abilities, but none of the original's equipment. The original
|
||
creature's physical remains, if they still exist, become inert and
|
||
can't thereafter be restored to life, since the creature's soul is
|
||
elsewhere.
|
||
|
||
"""
|
||
name = "Clone"
|
||
level = 8
|
||
casting_time = "1 hour"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', "M")
|
||
materials = "a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water"
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class Command(Spell):
|
||
"""You speak a one-word command to a creature you can see within
|
||
range. The target must succeed on a Wisdom saving throw or follow
|
||
the command on its next turn. The spell has no effect if the
|
||
target is undead, if it doesn’t understand your language, or if
|
||
your command is directly harmful to it. Some typical commands and
|
||
their effects follow. You might issue a command other than one
|
||
described here. If you do so, the DM determines how the target
|
||
behaves. If the target can’t follow your command, the spell
|
||
ends. Approach. The target moves toward you by the shortest and
|
||
most direct route, ending its turn if it moves within 5 feet of
|
||
you. Drop. The target drops whatever it is holding and then ends
|
||
its turn. Flee. The target spends its turn moving away from you by
|
||
the fastest available means. Grovel. The target falls prone and
|
||
then ends its turn. Halt. The target doesn’t move and takes no
|
||
actions. A flying creature stays aloft, provided that it is able
|
||
to do so. If it must move to stay aloft, it flies the minimum
|
||
distance needed to remain in the air. At Higher Levels. When you
|
||
cast this spell using a spell slot of 2nd level or higher, you can
|
||
affect one additional creature for each slot level above 1st. The
|
||
creatures must be within 30 feet of each other when you target
|
||
them.
|
||
|
||
"""
|
||
name = "Command"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "1 round"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class Commune(Spell):
|
||
"""You contact your deity or a divine proxy and ask up to three
|
||
questions that can be answered with a yes or no. You must ask your
|
||
questions before the spell ends. You receive a correct answer for
|
||
each question. Divine beings aren’t necessarily omniscient, so you
|
||
might receive “unclear” as an answer if a question pertains to
|
||
information that lies beyond the deity’s knowledge. In a case
|
||
where a one-word answer could be misleading or contrary to the
|
||
deity’s interests, the DM might offer a short phrase as an answer
|
||
instead. If you cast the spell two or more times before finishing
|
||
your next long rest, there is a cumulative 25 percent chance for
|
||
each casting after the first that you get no answer. The DM makes
|
||
this roll in secret.
|
||
|
||
"""
|
||
name = "Commune"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "incense and a vial of holy or unholy water"
|
||
duration = "1 minute"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class ComprehendLanguages(Spell):
|
||
"""For the duration, you understand the literal meaning of any spoken
|
||
language that you hear. You also understand any written language
|
||
that you see, but you must be touching the surface on which the
|
||
words are written. It takes about 1 minute to read one page of
|
||
text. This spell doesn’t decode secret messages in a text or a
|
||
glyph, such as an arcane sigil, that isn’t part of a written
|
||
language.
|
||
|
||
"""
|
||
name = "Comprehend Languages"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pinch of soot and salt"
|
||
duration = "1 hour"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class ConeOfCold(Spell):
|
||
"""A blast of cold air erupts from your hands. Each creature in a
|
||
60-foot cone must make a Constitution saving throw. A creature
|
||
takes 8d8 cold damage on a failed save, or half as much damage on
|
||
a successful one. A creature killed by this spell becomes a frozen
|
||
statue until it thaws. 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 = "Cone of Cold"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a small crystal or glass cone"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Counterspell(Spell):
|
||
"""You attempt to interrupt a creature in the process of casting a
|
||
spell. If the creature is casting a spell of 3rd level or lower,
|
||
its spell fails and has no effect. If it is casting a spell of 4th
|
||
level or higher, make an ability check using your spellcasting
|
||
ability. The DC equals 10 + the spell’s level. On a success, the
|
||
creature’s spell fails and has no effect. At Higher Levels. When
|
||
you cast this spell using a spell slot of 4th level or higher, the
|
||
interrupted spell has no effect if its level is less than or equal
|
||
to the level of the spell slot you used.
|
||
|
||
"""
|
||
name = "Counterspell"
|
||
level = 3
|
||
casting_time = "1 reaction, which you take when you see a creature within 60 feet of you casting a spell"
|
||
components = ('S',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class CreateUndead(Spell):
|
||
"""You can cast this spell only at night. Choose up to three corpses
|
||
of Medium or Small humanoids within range. Each corpse becomes a
|
||
ghoul under your control. (The GM has game statistics for these
|
||
creatures.)
|
||
|
||
As a bonus action on each of your turns, you can mentally command
|
||
any creature you animated with this spell if the creature is
|
||
within 120 feet of you (if you control multiple creatures, you can
|
||
command any or all of them at the same time, issuing the same
|
||
command to each one). You decide what action the creature will
|
||
take and where it will move during its next turn, or you can issue
|
||
a general command, such as to guard a particular chamber or
|
||
corridor. If you issue no commands, the creature only defends
|
||
itself against hostile creatures. Once given an order, the
|
||
creature continues to follow it until its task is complete.
|
||
|
||
The creature is under your control for 24 hours, after which it
|
||
stops obeying any command you have given it. To maintain control
|
||
of the creature for another 24 hours, you must cast this spell on
|
||
the creature before the current 24-hour period ends. This use of
|
||
the spell reasserts your control over up to three creatures you
|
||
have animated with this spell, rather than animating new ones.
|
||
|
||
**At Higher Levels.** When you cast this spell using a 7th-level spell
|
||
slot, you can animate or reassert control over four ghouls. When
|
||
you cast this spell using an 8th-level spell slot, you can animate
|
||
or reassert control over five ghouls or two ghasts or wights. When
|
||
you cast this spell using a 9th-level spell slot, you can animate
|
||
or reassert control over six ghouls, three ghasts or wights, or
|
||
two mummy(ies).
|
||
|
||
"""
|
||
name = "Create Undead"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "10 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse"
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Cleric', 'Warlock', 'Wizard', )
|
||
|
||
|
||
class CureWounds(Spell):
|
||
"""A creature you touch regains a number of hit points equal to 1d8 +
|
||
your spellcasting ability modifier. This spell has no effect on
|
||
undead or constructs. At Higher Levels. When you cast this spell
|
||
using a spell slot of 2nd level or higher, the healing increases
|
||
by 1d8 for each slot level above 1st.
|
||
|
||
"""
|
||
name = "Cure Wounds"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class DancingLights(Spell):
|
||
"""You create up to four torch-sized lights within range, making them
|
||
appear as torches, lanterns, or glowing orbs that hover in the air
|
||
for the duration. You can also combine the four lights into one
|
||
glowing vaguely humanoid form of Medium size. Whichever form you
|
||
choose, each light sheds dim light in a 10-foot radius. As a bonus
|
||
action on your turn, you can move the lights up to 60 feet to a
|
||
new spot within range. A light must be within 20 feet of another
|
||
light created by this spell, and a light winks out if it exceeds
|
||
the spell’s range.
|
||
|
||
"""
|
||
name = "Dancing Lights"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of phosphorus or wychwood, or a glowworm"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ('Bard', 'Sorceror', 'Wizard')
|
||
|
||
|
||
class Darkness(Spell):
|
||
"""Magical darkness spreads from a point you choose within range to
|
||
fill a 15-foot-radius sphere for the duration. The darkness
|
||
spreads around corners. A creature with darkvision can’t see
|
||
through this darkness, and nonmagical light can’t illuminate
|
||
it. If the point you choose is on an object you are holding or one
|
||
that isn’t being worn or carried, the darkness emanates from the
|
||
object and moves with it. Completely covering the source of the
|
||
darkness with an opaque object, such as a bowl or a helm, blocks
|
||
the darkness. If any of this spell’s area overlaps with an area of
|
||
light created by a spell of 2nd level or lower, the spell that
|
||
created the light is dispelled.
|
||
|
||
"""
|
||
name = "Darkness"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'M')
|
||
materials = "bat fur and a drop of pitch or piece of coal"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class DeathWard(Spell):
|
||
"""You touch a creature and grant it a measure of protection from
|
||
death. The first time the target would drop to 0 hit points as a
|
||
result of taking damage, the target instead drops to 1 hit point,
|
||
and the spell ends. If the spell is still in effect when the
|
||
target is subjected to an effect that would kill it
|
||
instantaneously without dealing damage, that effect is instead
|
||
negated against the target, and the spell ends.
|
||
|
||
"""
|
||
name = "Death Ward"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "8 hours"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class DelayedBlastFireball(Spell):
|
||
"""A beam of yellow light flashes from your pointing finger, then
|
||
condenses to linger at a chosen point within range as a glowing
|
||
bead for the duration. When the spell ends, either because your
|
||
concentration is broken or because you decide to end it, the bead
|
||
blossoms with a low roar into an explosion of flame that spreads
|
||
around corners. Each creature in a 20-foot-radius sphere centered
|
||
on that point must make a Dexterity saving throw. A creature takes
|
||
fire damage equal to the total accumulated damage on a failed
|
||
save, or half as much damage on a successful one. The spell’s base
|
||
damage is 12d6. If at the end of your turn the bead has not yet
|
||
detonated, the damage increases by 1d6. If the glowing bead is
|
||
touched before the interval has expired, the creature touching it
|
||
must make a Dexterity saving throw. On a failed save, the spell
|
||
ends immediately, causing the bead to erupt in flame. On a
|
||
successful save, the creature can throw the bead up to 40
|
||
feet. When it strikes a creature or a solid object, the spell
|
||
ends, and the bead explodes. The fire damages objects in the area
|
||
and ignites flammable objects that aren’t being worn or
|
||
carried. At Higher Levels. When you cast this spell using a spell
|
||
slot of 8th level or higher, the base damage increases by 1d6 for
|
||
each slot level above 7th.
|
||
|
||
"""
|
||
name = "Delayed Blast Fireball"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a tiny ball of bat guano and sulfur"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class DetectMagic(Spell):
|
||
"""For the duration, you sense the presence of magic within 30 feet of
|
||
you. If you sense magic in this way, you can use your action to
|
||
see a faint aura around any visible creature or object in the area
|
||
that bears magic, and you learn its school of magic, if any.
|
||
|
||
The spell can penetrate most barriers, but is blocked by 1 foot of
|
||
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
|
||
wood or dirt.
|
||
|
||
"""
|
||
name = "Detect Magic"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30 feet)"
|
||
components = ("V", "S")
|
||
duration = "Concentration, Up to 10 minutes"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorceror', 'Wizard', )
|
||
|
||
|
||
|
||
class DimensionDoor(Spell):
|
||
"""You teleport yourself from your current location to any other spot
|
||
within range. You arrive at exactly the spot desired. It can be a
|
||
place you can see, one you can visualize, or one you can describe
|
||
by stating distance and direction, such as “200 feet straight
|
||
downward” or “upward to the northwest at a 45-degree angle, 300
|
||
feet.” You can bring along objects as long as their weight doesn’t
|
||
exceed what you can carry. You can also bring one willing creature
|
||
of your size or smaller who is carrying gear up to its carrying
|
||
capacity. The creature must be within 5 feet of you when you cast
|
||
this spell. If you would arrive in a place already occupied by an
|
||
object or a creature, you and any creature traveling with you each
|
||
take 4d6 force damage, and the spell fails to teleport you.
|
||
|
||
"""
|
||
name = "Dimension Door"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class DisguiseSelf(Spell):
|
||
"""You make yourself—including your clothing, armor, weapons, and
|
||
other belongings on your person—look different until the spell
|
||
ends or until you use your action to dismiss it. You can seem 1
|
||
foot shorter or taller and can appear thin, fat, or in
|
||
between. You can’t change your body type, so you must adopt a form
|
||
that has the same basic arrangement of limbs. Otherwise, the
|
||
extent of the illusion is up to you. The changes wrought by this
|
||
spell fail to hold up to physical inspection. For example, if you
|
||
use this spell to add a hat to your outfit, objects pass through
|
||
the hat, and anyone who touches it would feel nothing or would
|
||
feel your head and hair. If you use this spell to appear thinner
|
||
than you are, the hand of someone who reaches out to touch you
|
||
would bump into you while it was seemingly still in midair. To
|
||
discern that you are disguised, a creature can use its action to
|
||
inspect your appearance and must succeed on an Intelligence
|
||
(Investigation) check against your spell save DC.
|
||
|
||
"""
|
||
name = "Disguise Self"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "1 hour"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class Disintegrate(Spell):
|
||
"""A thin green ray springs from your pointing finger to a target that
|
||
you can see within range. The target can be a creature, an object,
|
||
or a creation of magical force, such as the wall created by wall
|
||
of force. A creature targeted by this spell must make a Dexterity
|
||
saving throw. On a failed save, the target takes 10d6 + 40 force
|
||
damage. If this damage reduces the target to 0 hit points, it is
|
||
disintegrated. A disintegrated creature and everything it is
|
||
wearing and carrying, except magic items, are reduced to a pile of
|
||
fine gray dust. The creature can be restored to life only by means
|
||
of a true resurrection or a wish spell. This spell automatically
|
||
disintegrates a Large or smaller nonmagical object or a creation
|
||
of magical force. If the target is a Huge or larger object or
|
||
creation of force, this spell disintegrates a 10-foot-cube portion
|
||
of it. A magic item is unaffected by this spell. At Higher
|
||
Levels. When you cast this spell using a spell slot of 7th level
|
||
or higher, the damage increases by 3d6 for each slot level above
|
||
6th.
|
||
|
||
"""
|
||
name = "Disintegrate"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a lodestone and a pinch of dust"
|
||
duration = "Instantaneous"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class DispelMagic(Spell):
|
||
"""Choose one creature, object, or magical effect within range. Any
|
||
spell of 3rd level or lower on the target ends. For each spell of
|
||
4th level or higher on the target, make an ability check using
|
||
your spellcasting ability. The DC equals 10 + the spell’s
|
||
level. On a successful check, the spell ends. At Higher
|
||
Levels. When you cast this spell using a spell slot of 4th level
|
||
or higher, you automatically end the effects of a spell on the
|
||
target if the spell’s level is equal to or less than the level of
|
||
the spell slot you used.
|
||
|
||
"""
|
||
name = "Dispel Magic"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Divination(Spell):
|
||
"""Your magic and an offering put you in contact with a god or a god’s
|
||
servants. You ask a single question concerning a specific goal,
|
||
event, or activity to occur within 7 days. The DM offers a
|
||
truthful reply. The reply might be a short phrase, a cryptic
|
||
rhyme, or an omen. The spell doesn’t take into account any
|
||
possible circumstances that might change the outcome, such as the
|
||
casting of additional spells or the loss or gain of a
|
||
companion. If you cast the spell two or more times before
|
||
finishing your next long rest, there is a cumulative 25 percent
|
||
chance for each casting after the first that you get a random
|
||
reading. The DM makes this roll in secret.
|
||
|
||
"""
|
||
name = "Divination"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class DominateMonster(Spell):
|
||
"""You attempt to beguile a creature 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
|
||
creature 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 9th-level spell slot, the duration is
|
||
concentration, up to 8 hours.
|
||
|
||
"""
|
||
name = "Dominate Monster"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class DominatePerson(Spell):
|
||
"""You attempt to beguile a humanoid 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
|
||
target 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 using a 6th-level spell slot, the duration is
|
||
concentration, up to 10 minutes. When you use a 7th-level spell
|
||
slot, the duration is concentration, up to 1 hour. When you use a
|
||
spell slot of 8th level or higher, the duration is concentration,
|
||
up to 8 hours.
|
||
|
||
"""
|
||
name = "Dominate Person"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class Dream(Spell):
|
||
"""This spell shapes a creature’s dreams. Choose a creature known to
|
||
you as the target of this spell. The target must be on the same
|
||
plane of existence as you. Creatures that don’t sleep, such as
|
||
elves, can’t be contacted by this spell. You, or a willing
|
||
creature you touch, enters a trance state, acting as a
|
||
messenger. While in the trance, the messenger is aware of his or
|
||
her surroundings, but can’t take actions or move. If the target is
|
||
asleep, the messenger appears in the target’s dreams and can
|
||
converse with the target as long as it remains asleep, through the
|
||
duration of the spell. The messenger can also shape the
|
||
environment of the dream, creating landscapes, objects, and other
|
||
images. The messenger can emerge from the trance at any time,
|
||
ending the effect of the spell early. The target recalls the dream
|
||
perfectly upon waking. If the target is awake when you cast the
|
||
spell, the messenger knows it, and can either end the trance (and
|
||
the spell) or wait for the target to fall asleep, at which point
|
||
the messenger appears in the target’s dreams. You can make the
|
||
messenger appear monstrous and terrifying to the target. If you
|
||
do, the messenger can deliver a message of no more than ten words
|
||
and then the target must make a Wisdom saving throw. On a failed
|
||
save, echoes of the phantasmal monstrosity spawn a nightmare that
|
||
lasts the duration of the target’s sleep and prevents the target
|
||
from gaining any benefit from that rest. In addition, when the
|
||
target wakes up, it takes 3d6 psychic damage. If you have a body
|
||
part, lock of hair, clipping from a nail, or similar portion of
|
||
the target’s body, the target makes its saving throw with
|
||
disadvantage.
|
||
|
||
"""
|
||
name = "Dream"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird"
|
||
duration = "8 hours"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class Earthquake(Spell):
|
||
"""You create a seismic disturbance at a point on the ground that you
|
||
can see within range. For the duration, an intense tremor rips
|
||
through the ground in a 100-foot-radius circle centered on that
|
||
point and shakes creatures and structures in contact with the
|
||
ground in that area. The ground in the area becomes difficult
|
||
terrain. Each creature on the ground that is concentrating must
|
||
make a Constitution saving throw. On a failed save, the creature’s
|
||
concentration is broken. When you cast this spell and at the end
|
||
of each turn you spend concentrating on it, each creature on the
|
||
ground in the area must make a Dexterity saving throw. On a failed
|
||
save, the creature is knocked prone. This spell can have
|
||
additional effects depending on the terrain in the area, as
|
||
determined by the DM. Fissures. Fissures open throughout the
|
||
spell’s area at the start of your next turn after you cast the
|
||
spell. A total of 1d6 such fissures open in locations chosen by
|
||
the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends
|
||
from one edge of the spell’s area to the opposite side. A creature
|
||
standing on a spot where a fissure opens must succeed on a
|
||
Dexterity saving throw or fall in. A creature that successfully
|
||
saves moves with the fissure’s edge as it opens. A fissure that
|
||
opens beneath a structure causes it to automatically collapse (see
|
||
below). Structures. The tremor deals 50 bludgeoning damage to any
|
||
structure in contact with the ground in the area when you cast the
|
||
spell and at the start of each of your turns until the spell
|
||
ends. If a structure drops to 0 hit points, it collapses and
|
||
potentially damages nearby creatures. A creature within half the
|
||
distance of a structure’s height must make a Dexterity saving
|
||
throw. On a failed save, the creature takes 5d6 bludgeoning
|
||
damage, is knocked prone, and is buried in the rubble, requiring a
|
||
DC 20 Strength (Athletics) check as an action to escape. The DM
|
||
can adjust the DC higher or lower, depending on the nature of the
|
||
rubble. On a successful save, the creature takes half as much
|
||
damage and doesn’t fall prone or become buried.
|
||
|
||
"""
|
||
name = "Earthquake"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pinch of dirt, a piece of rock, and a lump of clay"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class EldritchBlast(Spell):
|
||
"""A beam of crackling energy streaks toward a creature within
|
||
range. Make a ranged spell attack against the target. On a hit,
|
||
the target takes 1d10 force damage.
|
||
|
||
The spell creates more than one beam when you reach higher levels:
|
||
two beams at 5th level, three beams at 11th level, and four beams
|
||
at 17th level. You can direct the beams at the same target or at
|
||
different ones. Make a separate attack roll for each beam.
|
||
Evocation Cantrip
|
||
|
||
"""
|
||
name = 'Eldritch Blast'
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Warlock', )
|
||
|
||
|
||
class ElementalWeapon(Spell):
|
||
"""A nonmagical weapon you touch becomes a magic weapon. Choose one of
|
||
the following damage types: acid, cold, fire, lightning, or
|
||
thunder. For the duration, the weapon has a +1 bonus to attack
|
||
rolls and deals an extra 1d4 damage of the chosen type when it
|
||
hits.
|
||
|
||
**At Higher Levels** When you cast this spell using a spell slot
|
||
of 5th or 6th level, the bonus to attack rolls increases to +2 and
|
||
the extra damage increases to 2d4. When you use a spell slot of
|
||
7th level or higher, the bonus increases to +3 and the extra
|
||
damage increases to 3d4.
|
||
|
||
"""
|
||
name = 'Elemental Weapon'
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ('Paladin', )
|
||
|
||
|
||
class Etherealness(Spell):
|
||
"""You step into the border regions of the Ethereal Plane, in the area
|
||
where it overlaps with your current plane. You remain in the
|
||
Border Ethereal for the duration or until you use your action to
|
||
dismiss the spell. During this time, you can move in any
|
||
direction. If you move up or down, every foot of movement costs an
|
||
extra foot. You can see and hear the plane you originated from,
|
||
but everything there looks gray, and you can’t see anything more
|
||
than 60 feet away. While on the Ethereal Plane, you can only
|
||
affect and be affected by other creatures on that plane. Creatures
|
||
that aren’t on the Ethereal Plane can’t perceive you and can’t
|
||
interact with you, unless a special ability or magic has given
|
||
them the ability to do so. You ignore all objects and effects that
|
||
aren’t on the Ethereal Plane, allowing you to move through objects
|
||
you perceive on the plane you originated from. When the spell
|
||
ends, you immediately return to the plane you originated from in
|
||
the spot you currently occupy. If you occupy the same spot as a
|
||
solid object or creature when this happens, you are immediately
|
||
shunted to the nearest unoccupied space that you can occupy and
|
||
take force damage equal to twice the number of feet you are
|
||
moved. This spell has no effect if you cast it while you are on
|
||
the Ethereal Plane or a plane that doesn’t border it, such as one
|
||
of the Outer Planes. At Higher Levels. When you cast this spell
|
||
using a spell slot of 8th level or higher, you can target up to
|
||
three willing creatures (including you) for each slot level above
|
||
7th. The creatures must be within 10 feet of you when you cast the
|
||
spell.
|
||
|
||
"""
|
||
name = "Etherealness"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Up to 8 hours"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class Eyebite(Spell):
|
||
"""For the spell's duration, your eyes become an inky void imbued with
|
||
dread power. One creature of your choice within 60 feet of you
|
||
that you can see must succeed on a Wisdom saving throw or be
|
||
affected by one of the following effects of your choice for the
|
||
duration. On each of your turns until the spell ends, you can use
|
||
your action to target another creature but can't target a creature
|
||
again if it has succeeded on a saving throw against this casting
|
||
of **eyebite**.
|
||
|
||
**Asleep.** The target falls unconscious. It wakes up if it takes
|
||
any damage or if another creature uses its action to shake the
|
||
sleeper awake.
|
||
|
||
**Panicked.** The target is frightened of you. On each of its
|
||
turns, the frightened creature must take the Dash action and
|
||
move away from you by the safest and shortest available route,
|
||
unless there is nowhere to move. If the target moves to a place
|
||
at least 60 feet away from you where it can no longer see you,
|
||
this effect ends.
|
||
|
||
**Sickened.** The target has disadvantage on attack rolls and
|
||
ability checks. At the end of each of its turns, it can make
|
||
another Wisdom saving throw. If it succeeds, the effect ends.
|
||
|
||
"""
|
||
name = "Eyebite"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S',)
|
||
materials = ""
|
||
duration = "1 minutes"
|
||
magic_school = "Necromancy"
|
||
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
|
||
|
||
|
||
class FalseLife(Spell):
|
||
"""Bolstering yourself with a necromantic facsimile of life, you gain
|
||
1d4+4 temporary hit points for the duration.
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of
|
||
2nd level or higher, you gain 5 additional temporary hit points
|
||
for each slot level above 1st.
|
||
|
||
"""
|
||
name = "False Life"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30 feet)"
|
||
components = ("V", "S", "M")
|
||
materials = "A small amount of alcohol or distilled spirits"
|
||
duration = "1 hour"
|
||
magic_school = "Necromancy"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
class FindThePath(Spell):
|
||
"""This spell allows you to find the shortest, most direct physical
|
||
route to a specific fixed location that you are familiar with on
|
||
the same plane of existence. If you name a destination on another
|
||
plane of existence, a destination that moves (such as a mobile
|
||
fortress), or a destination that isn’t specific (such as “a green
|
||
dragon’s lair”), the spell fails. For the duration, as long as you
|
||
are on the same plane of existence as the destination, you know
|
||
how far it is and in what direction it lies. While you are
|
||
traveling there, whenever you are presented with a choice of paths
|
||
along the way, you automatically determine which path is the
|
||
shortest and most direct route (but not necessarily the safest
|
||
route) to the destination. Faerie Fire 1st-level evocation Casting
|
||
Time: 1 action Range: 60 feet Components: V Duration:
|
||
Concentration, up to 1 minute Each object in a 20-foot cube within
|
||
range is outlined in blue, green, or violet light (your
|
||
choice). Any creature in the area when the spell is cast is also
|
||
outlined in light if it fails a Dexterity saving throw. For the
|
||
duration, objects and affected creatures shed dim light in a
|
||
10-foot radius. Any attack roll against an affected creature or
|
||
object has advantage if the attacker can see it, and the affected
|
||
creature or object can’t benefit from being invisible.
|
||
|
||
"""
|
||
name = "Find the Path"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes— worth 100 gp and an object from the location you wish to find"
|
||
duration = "Concentration, up to 1 day"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class FingerOfDeath(Spell):
|
||
"""You send negative energy coursing through a creature that you can
|
||
see within range, causing it searing pain. The target must make a
|
||
Constitution saving throw. It takes 7d8 + 30 necrotic damage on a
|
||
failed save, or half as much damage on a successful one. A
|
||
humanoid killed by this spell rises at the start of your next turn
|
||
as a zombie that is permanently under your command, following your
|
||
verbal orders to the best of its ability.
|
||
|
||
"""
|
||
name = "Finger of Death"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Sorceror', 'Warlock', 'Wizard', )
|
||
|
||
|
||
class FireBolt(Spell):
|
||
"""You hurl a mote of fire at a creature or object within range. Make
|
||
a ranged spell attack against the target. On a hit, the target
|
||
takes 1d10 fire damage. A flammable object hit by this spell
|
||
ignites if it isn’t being worn or carried. This spell’s damage
|
||
increases by 1d10 when you reach 5th level (2d10), 11th level
|
||
(3d10), and 17th level (4d10).
|
||
|
||
"""
|
||
name = "Fire Bolt"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class FireStorm(Spell):
|
||
"""A storm made up of sheets of roaring flame appears in a location
|
||
you choose within range. The area of the storm consists of up to
|
||
ten 10-foot cubes, which you can arrange as you wish. Each cube
|
||
must have at least one face adjacent to the face of another
|
||
cube. Each creature in the area must make a Dexterity saving
|
||
throw. It takes 7d10 fire damage on a failed save, or half as much
|
||
damage on a successful one. The fire damages objects in the area
|
||
and ignites flammable objects that aren’t being worn or
|
||
carried. If you choose, plant life in the area is unaffected by
|
||
this spell.
|
||
|
||
"""
|
||
name = "Fire Storm"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Fireball(Spell):
|
||
"""A bright streak flashes from your pointing finger to a point you
|
||
choose within range and then blossoms with a low roar into an
|
||
explosion of flame. Each creature in a 20-foot-radius sphere
|
||
centered on that point must make a Dexterity saving throw. A
|
||
target takes 8d6 fire damage on a failed save, or half as much
|
||
damage on a successful one. The fire spreads around corners. It
|
||
ignites flammable objects in the area that aren’t being worn or
|
||
carried. At Higher Levels. When you cast this spell using a spell
|
||
slot of 4th level or higher, the damage increases by 1d6 for each
|
||
slot level above 3rd.
|
||
|
||
"""
|
||
name = "Fireball"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a tiny ball of bat guano and sulfur"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class FlameStrike(Spell):
|
||
"""A vertical column of divine fire roars down from the heavens in a
|
||
location you specify. Each creature in a 10-foot-radius,
|
||
40-foot-high cylinder centered on a point within range must make a
|
||
Dexterity saving throw. A creature takes 4d6 fire damage and 4d6
|
||
radiant 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 6th level or higher, the fire damage or the radiant
|
||
damage (your choice) increases by 1d6 for each slot level above
|
||
5th.
|
||
|
||
"""
|
||
name = "Flame Strike"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "pinch of sulfur"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class FlamingSphere(Spell):
|
||
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of
|
||
your choice within range and lasts for the duration. Any creature
|
||
that ends its turn within 5 feet of the sphere must make a
|
||
Dexterity saving throw. The creature takes 2d6 fire damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
As a bonus action, you can move the sphere up to 30 feet. If you
|
||
ram the sphere into a creature, that creature must make the saving
|
||
throw against the sphere’s damage, and the sphere stops moving
|
||
this turn.
|
||
|
||
When you move the sphere, you can direct it over barriers up to 5
|
||
feet tall and jump it across pits up to 10 feet wide. The sphere
|
||
ignites flammable objects not being worn or carried, and it sheds
|
||
bright light in a 20-foot radius and dim light for an additional
|
||
20 feet.
|
||
|
||
**At Higher Levels** When you cast this spell using a spell slot
|
||
of 3rd level or higher, the damage increases by 1d6 for each slot
|
||
level above 2nd.
|
||
|
||
"""
|
||
name = "Flaming Sphere"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Wizard', )
|
||
|
||
|
||
class Fly(Spell):
|
||
"""You touch a willing creature. The target gains a flying speed of 60
|
||
feet for the duration. When the spell ends, the target falls if it
|
||
is still aloft, unless it can stop the fall. At Higher
|
||
Levels. When you cast this spell using a spell slot of 4th level
|
||
or higher, you can target one additional creature for each slot
|
||
level above 3rd.
|
||
|
||
"""
|
||
name = "Fly"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a wing feather from any bird"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class FindSteed(Spell):
|
||
"""You summon a spirit that assumes the form of an unusually
|
||
intelligent, strong and loyal steed, creating a long lasting bond
|
||
with it. Appearing in an unoccupied space within range, the steed
|
||
takes on a form that you choose: a warhorse, a pony, a camel, an
|
||
elk, or a mastiff. (Your DM might allow other animals to be
|
||
summoned as steeds.) The steed has the statistics of the chosen
|
||
form, though it is a celestial, fey or fiend (your choice) instead
|
||
of its normal type. Additionally if your steed has an intelligence
|
||
of 5 or less, its intelligence becomes 6, and it gains the ability
|
||
to understand one language of your choice that you speak.
|
||
|
||
The steed serves as a mount, both in combat and out, and you have
|
||
an instinctive bond with it that allows you to fight as a seamless
|
||
unit. While mounted on your steed, you can make any spell you cast
|
||
that targets only you also target your steed.
|
||
|
||
When the steed drops to 0 hit points, it disappears, leaving
|
||
behind no physical form. You can dismiss your steed at any time as
|
||
an action, causing it to disappear. In either case, casting this
|
||
spell again summons the same steed, restored to its hit point
|
||
maximum.
|
||
|
||
While the steed is within 1 mile of you, you can communicate with
|
||
it telepathically.
|
||
|
||
You cannot have more than one steed bonded by this spell at a
|
||
time. As an action, you can release the steed from its bond at any
|
||
time, causing it to disappear.
|
||
|
||
"""
|
||
name = "Find Steed"
|
||
level = 2
|
||
casting_time = "10 minutes"
|
||
components = ('V', 'S')
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ('Paladin', )
|
||
|
||
|
||
class Foresight(Spell):
|
||
"""You touch a willing creature and bestow a limited ability to see
|
||
into the immediate future. For the duration, the target can’t be
|
||
surprised and has advantage on attack rolls, ability checks, and
|
||
saving throws. Additionally, other creatures have disadvantage on
|
||
attack rolls against the target for the duration. This spell
|
||
immediately ends if you cast it again before its duration ends.
|
||
|
||
"""
|
||
name = "Foresight"
|
||
level = 9
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a hummingbird feather"
|
||
duration = "8 hours"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class FreedomOfMovement(Spell):
|
||
"""You touch a willing creature. For the duration, the target’s
|
||
movement is unaffected by difficult terrain, and spells and other
|
||
magical effects can neither reduce the target’s speed nor cause
|
||
the target to be paralyzed or restrained. The target can also
|
||
spend 5 feet of movement to automatically escape from nonmagical
|
||
restraints, such as manacles or a creature that has it
|
||
grappled. Finally, being underwater imposes no penalties on the
|
||
target’s movement or attacks.
|
||
|
||
"""
|
||
name = "Freedom of Movement"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a leather strap, bound around the arm or a similar appendage"
|
||
duration = "1 hour"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
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 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 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 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 doesn’t work). If that creature
|
||
is on a plane other than the one you are on, the portal opens in
|
||
the named creature’s 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"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a diamond worth at least 5,000 gp"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class GentleRepose(Spell):
|
||
"""You touch a corpse or other remains. For the duration, the target
|
||
is protected from decay and can't 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 don't count against the time limit of spells such as raise
|
||
dead.
|
||
|
||
"""
|
||
name = "Gentle Repose"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration"
|
||
duration = "10 days"
|
||
magic_school = "Necromancy"
|
||
classes = ('Cleric', 'Wizard')
|
||
|
||
class GlobeOfInvulnerability(Spell):
|
||
"""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 can’t 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 such spells. 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.
|
||
|
||
"""
|
||
name = "Globe of Invulnerability"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a glass or crystal bead that shatters when the spell ends"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
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 target’s person.
|
||
|
||
"""
|
||
name = "Greater Invisibility"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class GreaterRestoration(Spell):
|
||
"""You imbue a creature you touch with positive energy to undo a
|
||
debilitating effect. You can reduce the target’s 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 target’s attunement to a cursed magic item • Any reduction to
|
||
one of the target’s ability scores • One effect reducing the
|
||
target’s hit point maximum
|
||
|
||
"""
|
||
name = "Greater Restoration"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "diamond dust worth at least 100 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
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 the symbol of your
|
||
deity. Any creature hostile to you that moves to a space within 10
|
||
feet of the guardian for the first 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"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "8 hours"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
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 the die before or after making
|
||
the ability check. The spell then ends.
|
||
|
||
"""
|
||
name = "Guidance"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Divination"
|
||
classes = ('Cleric', 'Druid')
|
||
|
||
|
||
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 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
|
||
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 above 1st.
|
||
|
||
"""
|
||
name = "Guiding Bolt"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "1 round"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Harm(Spell):
|
||
"""You unleash a virulent disease on a creature that you can see
|
||
within range. The target must make a Constitution saving throw. On
|
||
a failed save, it takes 14d6 necrotic damage, or half as much
|
||
damage on a successful save. The damage can’t reduce the target’s
|
||
hit points below 1. If the target fails the saving throw, its hit
|
||
point maximum is reduced for 1 hour by an amount equal to the
|
||
necrotic damage it took. Any effect that removes a disease allows
|
||
a creature’s hit point maximum to return to normal before that
|
||
time passes.
|
||
|
||
"""
|
||
name = "Harm"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ()
|
||
|
||
|
||
class Haste(Spell):
|
||
"""Choose a willing creature that you can see within range. Until the
|
||
spell ends, the target’s speed is doubled, it gains a +2 bonus to
|
||
AC, it has advantage on Dexterity saving throws, and it gains an
|
||
additional action on each of its turns. That action can be used
|
||
only to take the Attack (one weapon attack only), Dash, Disengage,
|
||
Hide, or Use an Object action. When the spell ends, the target
|
||
can’t move or take actions until after its next turn, as a wave of
|
||
lethargy sweeps over it.
|
||
|
||
"""
|
||
name = "Haste"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a shaving of licorice root"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class Heal(Spell):
|
||
"""Choose a creature that you can see within range. A surge of
|
||
positive energy washes through the creature, causing it to regain
|
||
70 hit points. This spell also ends blindness, deafness, and any
|
||
diseases affecting the target. This spell has no effect on
|
||
constructs or undead. At Higher Levels. When you cast this spell
|
||
using a spell slot of 7th level or higher, the amount of healing
|
||
increases by 10 for each slot level above 6th.
|
||
|
||
"""
|
||
name = "Heal"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class HealingWord(Spell):
|
||
"""A creature of your choice that you can see within range regains hit
|
||
points equal to 1d4 + your spellcasting ability modifier. This
|
||
spell has no effect on undead or constructs. At Higher
|
||
Levels. When you cast this spell using a spell slot of 2nd level
|
||
or higher, the healing increases by 1d4 for each slot level above
|
||
1st.
|
||
|
||
"""
|
||
name = "Healing Word"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class HeroesFeast(Spell):
|
||
"""You bring forth a great feast, including magnificent food and
|
||
drink. The feast takes 1 hour to consume and disappears at the end
|
||
of that time, and the beneficial effects don’t set in until this
|
||
hour is over. Up to twelve other creatures can partake of the
|
||
feast. A creature that partakes of the feast gains several
|
||
benefits. The creature is cured of all diseases and poison,
|
||
becomes immune to poison and being frightened, and makes all
|
||
Wisdom saving throws with advantage. Its hit point maximum also
|
||
increases by 2d10, and it gains the same number of hit
|
||
points. These benefits last for 24 hours.
|
||
|
||
"""
|
||
name = "Heroes' Feast"
|
||
level = 6
|
||
casting_time = "10 minutes"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class HoldPerson(Spell):
|
||
"""Choose a humanoid that you can see within range. The target must
|
||
succeed on a Wisdom saving throw or be paralyzed for the
|
||
duration. 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 3rd level or higher, you can target one additional
|
||
humanoid for each slot level above 2nd. The humanoids must be
|
||
within 30 feet of each other when you target them.
|
||
|
||
"""
|
||
name = "Hold Person"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a small, straight piece of iron"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class HolyAura(Spell):
|
||
"""Divine light washes out from you and coalesces in a soft radiance
|
||
in a 30-foot radius around you. Creatures of your choice in that
|
||
radius when you cast this spell shed dim light in a 5-foot radius
|
||
and have advantage on all saving throws, and other creatures have
|
||
disadvantage on attack rolls against them until the spell ends. In
|
||
addition, when a fiend or an undead hits an affected creature with
|
||
a melee attack, the aura flashes with brilliant light. The
|
||
attacker must succeed on a Constitution saving throw or be blinded
|
||
until the spell ends.
|
||
|
||
"""
|
||
name = "Holy Aura"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
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"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pinch of dust and a few drops of water"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Identify(Spell):
|
||
"""You choose one object that you must touch throughout the casting of
|
||
the spell. If it is a magic item or some other magic-imbued
|
||
object, you learn its properties and how to use them, whether it
|
||
requires attunement to use, and how many charges it has, if
|
||
any. You learn whether any spells are affecting the item and what
|
||
they are. If the item was created by a spell, you learn which
|
||
spell created it. If you instead touch a creature throughout the
|
||
casting, you learn what spells, if any, are currently affecting
|
||
it.
|
||
|
||
"""
|
||
name = "Identify"
|
||
level = 1
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pearl worth at least 100 gp and an owl feather"
|
||
duration = "Instantaneous"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class Imprisonment(Spell):
|
||
"""You create a magical restraint to hold a creature that you can see
|
||
within range. The target must succeed on a Wisdom saving throw or
|
||
be bound by the spell; if it succeeds, it is immune to this spell
|
||
if you cast it again. While affected by this spell, the creature
|
||
doesn’t need to breathe, eat, or drink, and it doesn’t
|
||
age. Divination spells can’t locate or perceive the target. When
|
||
you cast the spell, you choose one of the following forms of
|
||
imprisonment. Burial. The target is entombed far beneath the earth
|
||
in a sphere of magical force that is just large enough to contain
|
||
the target. Nothing can pass through the sphere, nor can any
|
||
creature teleport or use planar travel to get into or out of
|
||
it. The special component for this version of the spell is a small
|
||
mithral orb. Chaining. Heavy chains, firmly rooted in the ground,
|
||
hold the target in place. The target is restrained until the spell
|
||
ends, and it can’t move or be moved by any means until then. The
|
||
special component for this version of the spell is a fine chain of
|
||
precious metal. Hedged Prison. The spell transports the target
|
||
into a tiny demiplane that is warded against teleportation and
|
||
planar travel. The demiplane can be a labyrinth, a cage, a tower,
|
||
or any similar confined structure or area of your choice. The
|
||
special component for this version of the spell is a miniature
|
||
representation of the prison made from jade. Minimus
|
||
Containment. The target shrinks to a height of 1 inch and is
|
||
imprisoned inside a gemstone or similar object. Light can pass
|
||
through the gemstone normally (allowing the target to see out and
|
||
other creatures to see in), but nothing else can pass through,
|
||
even by means of teleportation or planar travel. The gemstone
|
||
can’t be cut or broken while the spell remains in effect. The
|
||
special component for this version of the spell is a large,
|
||
transparent gemstone, such as a corundum, diamond, or
|
||
ruby. Slumber. The target falls asleep and can’t be awoken. The
|
||
special component for this version of the spell consists of rare
|
||
soporific herbs. Ending the Spell. During the casting of the
|
||
spell, in any of its versions, you can specify a condition that
|
||
will cause the spell to end and release the target. The condition
|
||
can be as specific or as elaborate as you choose, but the DM must
|
||
agree that the condition is reasonable and has a likelihood of
|
||
coming to pass. The conditions can be based on a creature’s name,
|
||
identity, or deity but otherwise must be based on observable
|
||
actions or qualities and not based on intangibles such as level,
|
||
class, or hit points. A dispel magic spell can end the spell only
|
||
if it is cast as a 9th-level spell, targeting either the prison or
|
||
the special component used to create it. You can use a particular
|
||
special component to create only one prison at a time. If you cast
|
||
the spell again using the same component, the target of the first
|
||
casting is immediately freed from its binding.
|
||
|
||
"""
|
||
name = "Imprisonment"
|
||
level = 9
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target"
|
||
duration = "Until dispelled"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class InflictWounds(Spell):
|
||
"""Make a melee spell attack against a creature you can reach. On a
|
||
hit, the target takes 3d10 necrotic damage. At Higher Levels. When
|
||
you cast this spell using a spell slot of 2nd level or higher, the
|
||
damage increases by 1d10 for each slot level above 1st.
|
||
|
||
"""
|
||
name = "Inflict Wounds"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ()
|
||
|
||
|
||
class Invisibility(Spell):
|
||
"""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 target’s person. The spell ends for a target
|
||
that attacks or casts a spell. At Higher Levels. When you cast
|
||
this spell using a spell slot of 3rd level or higher, you can
|
||
target one additional creature for each slot level above 2nd.
|
||
|
||
"""
|
||
name = "Invisibility"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "an eyelash encased in gum arabic"
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class Knock(Spell):
|
||
"""Choose an object that you can see within range. The object can be a
|
||
door, a box, a chest, a set of manacles, a padlock, or another
|
||
object that contains a mundane or magical means that prevents
|
||
access. A target that is held shut by a mundane lock or that is
|
||
stuck or barred becomes unlocked, unstuck, or unbarred. If the
|
||
object has multiple locks, only one of them is unlocked. If you
|
||
choose a target that is held shut with arcane lock, that spell is
|
||
suppressed for 10 minutes, during which time the target can be
|
||
opened and shut normally. When you cast the spell, a loud knock,
|
||
audible from as far away as 300 feet, emanates from the target
|
||
object.
|
||
|
||
"""
|
||
name = "Knock"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class LesserRestoration(Spell):
|
||
"""You touch a creature and can end either one disease or one
|
||
condition afflicting it. The condition can be blinded, deafened,
|
||
paralyzed, or poisoned.
|
||
|
||
"""
|
||
name = "Lesser Restoration"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Levitate(Spell):
|
||
"""One creature or object of your choice that you can see within range
|
||
rises vertically, up to 20 feet, and remains suspended there for
|
||
the duration. The spell can levitate a target that weighs up to
|
||
500 pounds. An unwilling creature that succeeds on a Constitution
|
||
saving throw is unaffected. The target can move only by pushing or
|
||
pulling against a fixed object or surface within reach (such as a
|
||
wall or a ceiling), which allows it to move as if it were
|
||
climbing. You can change the target’s altitude by up to 20 feet in
|
||
either direction on your turn. If you are the target, you can move
|
||
up or down as part of your move. Otherwise, you can use your
|
||
action to move the target, which must remain within the spell’s
|
||
range. When the spell ends, the target floats gently to the ground
|
||
if it is still aloft.
|
||
|
||
"""
|
||
name = "Levitate"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class Light(Spell):
|
||
"""You touch one object that is no larger than 10 feet in any
|
||
dimension. Until the spell ends, the object sheds bright light in
|
||
a 20-foot radius and dim light for an additional 20 feet. The
|
||
light can be colored as you like. Completely covering the object
|
||
with something opaque blocks the light. The spell ends if you cast
|
||
it again or dismiss it as an action. If you target an object held
|
||
or worn by a hostile creature, that creature must succeed on a
|
||
Dexterity saving throw to avoid the spell.
|
||
|
||
"""
|
||
name = "Light"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'M')
|
||
materials = "a firefly or phosphorescent moss"
|
||
duration = "1 hour"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class LightningBolt(Spell):
|
||
"""A stroke of lightning forming a line 100 feet long and 5 feet wide
|
||
blasts out from you in a direction you choose. Each creature in
|
||
the line must make a Dexterity saving throw. A creature takes 8d6
|
||
lightning damage on a failed save, or half as much damage on a
|
||
successful one. The lightning ignites flammable objects in the
|
||
area that aren’t being worn or carried. At Higher Levels. When you
|
||
cast this spell using a spell slot of 4th level or higher, the
|
||
damage increases by 1d6 for each slot level above 3rd.
|
||
|
||
"""
|
||
name = "Lightning Bolt"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of fur and a rod of amber, crystal, or glass"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class LocateCreature(Spell):
|
||
"""Describe or name a creature that is familiar to you. You sense the
|
||
direction to the creature’s location, as long as that creature is
|
||
within 1,000 feet of you. If the creature is moving, you know the
|
||
direction of its movement. The spell can locate a specific
|
||
creature known to you, or the nearest creature of a specific kind
|
||
(such as a human or a unicorn), so long as you have seen such a
|
||
creature up close—within 30 feet—at least once. If the creature
|
||
you described or named is in a different form, such as being under
|
||
the effects of a polymorph spell, this spell doesn’t locate the
|
||
creature. This spell can’t locate a creature if running water at
|
||
least 10 feet wide blocks a direct path between you and the
|
||
creature.
|
||
|
||
"""
|
||
name = "Locate Creature"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of fur from a bloodhound"
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class MageArmor(Spell):
|
||
"""You touch a willing creature who isn't wearing armor, and a
|
||
protective magical force surrounds it until the spell ends. The
|
||
target's base AC becomes 13 + its Dexterity modifier. The spell
|
||
ends it if the target dons armor or if you dismiss the spell as an
|
||
action.
|
||
|
||
"""
|
||
name = "Mage Armor"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "A piece of cured leather"
|
||
duration = "8 hours"
|
||
magic_school = "Abjuration"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
class MageHand(Spell):
|
||
"""A spectral, floating hand appears at a point you choose within
|
||
range. The hand lasts for the duration or until you dismiss it as
|
||
an action. The hand vanishes if it is ever more than 30 feet away
|
||
from you or if you cast this spell again.
|
||
|
||
You can use your action to control the hand. You can use the hand
|
||
to manipulate an object, open an unlocked door or container, stow
|
||
or retrieve an item from an open container, or pour the contents
|
||
out of a vial. You can move the hand up to 30 feet each time you
|
||
use it.
|
||
|
||
The hand can't attack, activate magical items, or carry more than
|
||
10 pounds.
|
||
|
||
"""
|
||
name = "Mage Hand"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ("V", "S", )
|
||
duration = "1 minute"
|
||
magic_school = "Conjuration"
|
||
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
|
||
|
||
|
||
class MagicJar(Spell):
|
||
"""Your body falls into a catatonic state as your soul leaves it
|
||
and enters the container you used for the spell's material
|
||
component. While your soul inhabits the container, you are aware
|
||
of your surroundings as if you were in the container's space. You
|
||
can't move or use reactions. The only action you can take is to
|
||
project your soul up to 100 feet out of the container, either
|
||
returning to your living body (and ending the spell) or attempting to possess a humanoids body.
|
||
|
||
You can attempt to possess any humanoid within 100 feet of you
|
||
that you can see (creatures warded by a protection from evil and
|
||
good or magic circle spell can't be possessed). The target must
|
||
make a Charisma saving throw. On a failure, your soul moves into
|
||
the target's body, and the target's soul becomes trapped in the
|
||
container. On a success, the target resists your efforts to
|
||
possess it, and you can't attempt to possess it again for 24
|
||
hours.
|
||
|
||
Once you possess a creature's body, you control it. Your game
|
||
statistics are replaced by the statistics of the creature, though
|
||
you retain your alignment and your Intelligence, Wisdom, and
|
||
Charisma scores. You retain the benefit of your own class
|
||
features. If the target has any class levels, you can't use any of
|
||
its class features.
|
||
|
||
Meanwhile, the possessed creature's soul can perceive from the
|
||
container using its own senses, but it can't move or take actions
|
||
at all.
|
||
|
||
While possessing a body, you can use your action to return from
|
||
the host body to the container if it is within 100 feet of you,
|
||
returning the host creature's soul to its body. If the host body
|
||
dies while you're in it, the creature dies, and you must make a
|
||
Charisma saving throw against your own spellcasting DC. On a
|
||
success, you return to the container if it is within 100 feet of
|
||
you. Otherwise, you die.
|
||
|
||
If the container is destroyed or the spell ends, your soul
|
||
immediately returns to your body. If your body is more than 100
|
||
feet away from you or if your body is dead when you attempt to
|
||
return to it, you die. If another creature's soul is in the
|
||
container when it is destroyed, the creature's soul returns to its
|
||
body if the body is alive and within 100 feet. Otherwise, that
|
||
creature dies.
|
||
|
||
When the spell ends, the container is destroyed.
|
||
|
||
"""
|
||
name = "Magic Jar"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "Self"
|
||
components = ("V", "S", "M", )
|
||
materials = "a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)"
|
||
duration = "Until dispelled"
|
||
magic_school = "Necromancy"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class MagicMissile(Spell):
|
||
"""You create three glowing darts of magical force. Each dart hits a
|
||
creature of your choice that you can see within range. A dart
|
||
deals 1d4+1 force damage to its target. The darts all strike
|
||
simultaneously and you can direct them to hit one creature or
|
||
several.
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of
|
||
2nd level or higher, the spell creates one more dart for each slot
|
||
above 1st.
|
||
|
||
"""
|
||
name = "Magic Missile"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ("V", "S", )
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
|
||
class MagicWeapon(Spell):
|
||
"""You touch a nonmagical weapon. Until the spell ends, that weapon
|
||
becomes a magic weapon with a +1 bonus to attack rolls and damage
|
||
rolls. At Higher Levels. When you cast this spell using a spell
|
||
slot of 4th level or higher, the bonus increases to +2. When you
|
||
use a spell slot of 6th level or higher, the bonus increases to
|
||
+3.
|
||
|
||
"""
|
||
name = "Magic Weapon"
|
||
level = 2
|
||
casting_time = "1 bonus action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
|
||
class MajorImage(Spell):
|
||
"""You create the image of an object, a creature, or some other
|
||
visible phenomenon that is no larger than a 20-foot cube. The
|
||
image appears at a spot that you can see within range and lasts
|
||
for the duration. It seems completely real, including sounds,
|
||
smells, and temperature appropriate to the thing depicted. You
|
||
can’t create sufficient heat or cold to cause damage, a sound loud
|
||
enough to deal thunder damage or deafen a creature, or a smell
|
||
that might sicken a creature (like a troglodyte’s stench). As long
|
||
as you are within range of the illusion, you can use your action
|
||
to cause the image to move to any other spot within range. As the
|
||
image changes location, you can alter its appearance so that its
|
||
movements appear natural for the image. For example, if you create
|
||
an image of a creature and move it, you can alter the image so
|
||
that it appears to be walking. Similarly, you can cause the
|
||
illusion to make different sounds at different times, even making
|
||
it carry on a conversation, for example. Physical interaction with
|
||
the image reveals it to be an illusion, because things can pass
|
||
through it. A creature that uses its action to examine the image
|
||
can determine that it is an illusion with a successful
|
||
Intelligence (Investigation) check against your spell save DC. If
|
||
a creature discerns the illusion for what it is, the creature can
|
||
see through the image, and its other sensory qualities become
|
||
faint to the creature. At Higher Levels. When you cast this spell
|
||
using a spell slot of 6th level or higher, the spell lasts until
|
||
dispelled, without requiring your concentration.
|
||
|
||
"""
|
||
name = "Major Image"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of fleece"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class MassCureWounds(Spell):
|
||
"""A wave of healing energy washes out from a point of your choice
|
||
within range. Choose up to six creatures in a 30-foot-radius
|
||
sphere centered on that point. Each target regains hit points
|
||
equal to 3d8 + your spellcasting ability modifier. This spell has
|
||
no effect on undead or constructs. At Higher Levels. When you cast
|
||
this spell using a spell slot of 6th level or higher, the healing
|
||
increases by 1d8 for each slot level above 5th.
|
||
|
||
"""
|
||
name = "Mass Cure Wounds"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class MassHeal(Spell):
|
||
"""A flood of healing energy flows from you into injured creatures
|
||
around you. You restore up to 700 hit points, divided as you
|
||
choose among any number of creatures that you can see within
|
||
range. Creatures healed by this spell are also cured of all
|
||
diseases and any effect making them blinded or deafened. This
|
||
spell has no effect on undead or constructs.
|
||
|
||
"""
|
||
name = "Mass Heal"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class MassHealingWord(Spell):
|
||
"""As you call out words of restoration, up to six creatures of your
|
||
choice that you can see within range regain hit points equal to
|
||
1d4 + your spellcasting ability modifier. This spell has no effect
|
||
on undead or constructs. At Higher Levels. When you cast this
|
||
spell using a spell slot of 4th level or higher, the healing
|
||
increases by 1d4 for each slot level above 3rd.
|
||
|
||
"""
|
||
name = "Mass Healing Word"
|
||
level = 3
|
||
casting_time = "1 bonus action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class MassSuggestion(Spell):
|
||
"""You suggest a course of activity (limited to a sentence or two) and
|
||
magically influence up to twelve creatures of your choice that you
|
||
can see within range and that can hear and understand
|
||
you. Creatures that can’t be charmed are immune to this
|
||
effect. The suggestion must be worded in such a manner as to make
|
||
the course of action sound reasonable. Asking the creature to stab
|
||
itself, throw itself onto a spear, immolate itself, or do some
|
||
other obviously harmful act automatically negates the effect of
|
||
the spell. Each target must make a Wisdom saving throw. On a
|
||
failed save, it pursues the course of action you described to the
|
||
best of its ability. The suggested course of action can continue
|
||
for the entire duration. If the suggested activity can be
|
||
completed in a shorter time, the spell ends when the subject
|
||
finishes what it was asked to do. You can also specify conditions
|
||
that will trigger a special activity during the duration. For
|
||
example, you might suggest that a group of soldiers give all their
|
||
money to the first beggar they meet. If the condition isn’t met
|
||
before the spell ends, the activity isn’t performed. If you or any
|
||
of your companions damage a creature affected by this spell, the
|
||
spell ends for that creature. At Higher Levels. When you cast this
|
||
spell using a 7th-level spell slot, the duration is 10 days. When
|
||
you use an 8th-level spell slot, the duration is 30 days. When you
|
||
use a 9th-level spell slot, the duration is a year and a day.
|
||
|
||
"""
|
||
name = "Mass Suggestion"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'M')
|
||
materials = "a snake’s tongue and either a bit of honeycomb or a drop of sweet oil"
|
||
duration = "24 hours"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class Maze(Spell):
|
||
"""You banish a creature that you can see within range into a
|
||
labyrinthine demiplane. The target remains there for the duration
|
||
or until it escapes the maze. The target can use its action to
|
||
attempt to escape. When it does so, it makes a DC 20 Intelligence
|
||
check. If it succeeds, it escapes, and the spell ends (a minotaur
|
||
or goristro demon automatically succeeds). When the spell ends,
|
||
the target reappears in the space it left or, if that space is
|
||
occupied, in the nearest unoccupied space.
|
||
|
||
"""
|
||
name = "Maze"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class MelfsAcidArrow(Spell):
|
||
"""A shimmering green arrow streaks toward a target within range and
|
||
burst in a spray of acid. Make a ranged spell attack against the
|
||
target. On a hit, the target takes 4d4 acid damage immediately and
|
||
2d4 acid damage at the end of its next turn. On a miss, the arrow
|
||
splashes the target for half as much of the initial damage and no
|
||
damage at the end of its next turn.
|
||
|
||
**At Higher Levels.** When you cast this spell using a spell slot
|
||
of 3rd level or higher, the damage (both initial and later)
|
||
increases by 1d4 for each slot level above 2nd.
|
||
|
||
"""
|
||
name = "Melf's Acid Arrow"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M', )
|
||
materials = "powdered rhubarb leaf and an adder's stomach"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard', )
|
||
|
||
|
||
class MeteorSwarm(Spell):
|
||
"""Blazing orbs of fire plummet to the ground at four different points
|
||
you can see within range. Each creature in a 40-foot-radius sphere
|
||
centered on each point you choose must make a Dexterity saving
|
||
throw. The sphere spreads around corners. A creature takes 20d6
|
||
fire damage and 20d6 bludgeoning damage on a failed save, or half
|
||
as much damage on a successful one. A creature in the area of more
|
||
than one fiery burst is affected only once. The spell damages
|
||
objects in the area and ignites flammable objects that aren’t
|
||
being worn or carried.
|
||
|
||
"""
|
||
name = "Meteor Swarm"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class MinorIllusion(Spell):
|
||
"""You create a sound or an image of an object within range that lasts
|
||
for the duration. The illusion also ends if you dismiss it as an
|
||
action or cast this spell again. If you create a sound, its volume
|
||
can range from a whisper to a scream. It can be your voice,
|
||
someone else’s voice, a lion’s roar, a beating of drums, or any
|
||
other sound you choose. The sound continues unabated throughout
|
||
the duration, or you can make discrete sounds at different times
|
||
before the spell ends. If you create an image of an object—such as
|
||
a chair, muddy footprints, or a small chest—it must be no larger
|
||
than a 5-foot cube. The image can’t create sound, light, smell, or
|
||
any other sensory effect. Physical interaction with the image
|
||
reveals it to be an illusion, because things can pass through
|
||
it. If a creature uses its action to examine the sound or image,
|
||
the creature can determine that it is an illusion with a
|
||
successful Intelligence (Investigation) check against your spell
|
||
save DC. If a creature discerns the illusion for what it is, the
|
||
illusion becomes faint to the creature.
|
||
|
||
"""
|
||
name = "Minor Illusion"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('S', 'M')
|
||
materials = "a bit of fleece"
|
||
duration = "1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class MistyStep(Spell):
|
||
"""Briefly surrounded by silvery mist, you teleport up to 30 feet to
|
||
an unoccupied space that you can see.
|
||
|
||
"""
|
||
name = "Misty Step"
|
||
level = 2
|
||
casting_time = "1 bonus action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class MordenkainensSword(Spell):
|
||
"""You create a sword-shaped plane of force that hovers within
|
||
range. It lasts for the duration. When the sword appears, you make
|
||
a melee spell attack against a target of your choice within 5 feet
|
||
of the sword. On a hit, the target takes 3d10 force damage. Until
|
||
the spell ends, you can use a bonus action on each of your turns
|
||
to move the sword up to 20 feet to a spot you can see and repeat
|
||
this attack against the same target or a different one.
|
||
|
||
"""
|
||
name = "Mordenkainen's Sword"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class OttosIrresistibleDance(Spell):
|
||
"""Choose one creature that you can see within range. The target
|
||
begins a comic dance in place: shuffling, tapping its feet, and
|
||
capering for the duration. Creatures that can’t be charmed are
|
||
immune to this spell. A dancing creature must use all its movement
|
||
to dance without leaving its space and has disadvantage on
|
||
Dexterity saving throws and attack rolls. While the target is
|
||
affected by this spell, other creatures have advantage on attack
|
||
rolls against it. As an action, a dancing creature makes a Wisdom
|
||
saving throw to regain control of itself. On a successful save,
|
||
the spell ends.
|
||
|
||
"""
|
||
name = "Otto's Irresistible Dance"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Wizard')
|
||
|
||
|
||
class Passwall(Spell):
|
||
"""A passage appears at a point of your choice that you can see on a
|
||
wooden, plaster, or stone surface (such as a wall, a ceiling, or a
|
||
floor) within range, and lasts for the duration. You choose the
|
||
opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
|
||
deep. The passage creates no instability in a structure
|
||
surrounding it. When the opening disappears, any creatures or
|
||
objects still in the passage created by the spell are safely
|
||
ejected to an unoccupied space nearest to the surface on which you
|
||
cast the spell.
|
||
|
||
"""
|
||
name = "Passwall"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pinch of sesame seeds"
|
||
duration = "1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class PhantasmalForce(Spell):
|
||
"""You craft an illusion that takes root in the mind of a creature
|
||
that you can see within range. The target must make an
|
||
Intelligence saving throw. On a failed save, you create a
|
||
phantasmal object, creature or other visible phenomenon of your
|
||
choice that is no larger than a 10-foot cube and that is
|
||
perceivable only to the target for the duration. This spell has no
|
||
effect on undead or constructs.
|
||
|
||
The phantasm includes sound, temperature, and other stimuli, also
|
||
evident only to the creature. The target can use its action to
|
||
examine the phantasm with an Intelligence (Investigation) check
|
||
against your spell save DC. If the check succeeds, the target
|
||
realizes that the phantasm is an illusion, and the spell
|
||
ends. While a target is affected by the spell, the target treats
|
||
the phantasm as if it were real. The target rationalizes any
|
||
illogical outcomes from interacting with the phantasm. For
|
||
example, a target attempting to walk across a phantasmal bridge
|
||
that spans a chasm falls once it steps onto the bridge. If the
|
||
target survives the fall, it still believes that the bridge exists
|
||
and comes up with some other explanation for its fall-it was
|
||
pushed, it slipped, or a strong wind might have knocked it off.
|
||
|
||
An affected target is so convinced of the phantasm's reality that
|
||
it can even take damage from the illusion. A phantasm created to
|
||
appear as a creature can attack the target. Similarly, a phantasm
|
||
created to appear as fire, a pool of acid, or lava can burn the
|
||
target. Each round on your turn, the phantasm can deal 1d6 psychic
|
||
damage to the target if it is in the phantasm's area or within 5
|
||
feet of the phantasm, provided that the illusion is of a creature
|
||
or hazard that could logically deal damage, such as by
|
||
attacking. The target perceives the damage as a type appropriate
|
||
to the illusion.
|
||
|
||
"""
|
||
name = "Phantasmal Force"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "A bit of fleece"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Sorceror', 'Wizard')
|
||
|
||
|
||
class PoisonSpray(Spell):
|
||
"""You extend your hand toward a creature you can see within range and
|
||
project a puff of noxious gas from your palm. The creature must
|
||
succeed on a Constitution saving throw or take 1d12 poison
|
||
damage. This spell’s damage increases by 1d12 when you reach 5th
|
||
level (2d12), 11th level (3d12), and 17th level (4d12).
|
||
|
||
"""
|
||
name = "Poison Spray"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class PowerWordKill(Spell):
|
||
"""You utter a word of power that can compel one creature you can see
|
||
within range to die instantly. If the creature you choose has 100
|
||
hit points or fewer, it dies. Otherwise, the spell has no
|
||
effect.
|
||
|
||
"""
|
||
name = "Power Word Kill"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Wizard', 'Sorceror', 'Warlock')
|
||
|
||
|
||
class PowerWordStun(Spell):
|
||
"""You speak a word of power that can overwhelm the mind of one
|
||
creature you can see within range, leaving it dumbfounded. If the
|
||
target has 150 hit points or fewer, it is stunned. Otherwise, the
|
||
spell has no effect. The stunned target must make a Constitution
|
||
saving throw at the end of each of its turns. On a successful
|
||
save, this stunning effect ends.
|
||
|
||
"""
|
||
name = "Power Word Stun"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class PrayerOfHealing(Spell):
|
||
"""Up to six creatures of your choice that you can see within range
|
||
each regain hit points equal to 2d8 + your spellcasting ability
|
||
modifier. This spell has no effect on undead or constructs. At
|
||
Higher Levels. When you cast this spell using a spell slot of 3rd
|
||
level or higher, the healing increases by 1d8 for each slot level
|
||
above 2nd.
|
||
|
||
"""
|
||
name = "PrayerOfHealing"
|
||
level = 2
|
||
casting_time = "10 minutes"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Prestidigitation(Spell):
|
||
"""This spell is a minor magical trick that novice spellcasters use
|
||
for practice. You create one of the following magical effects
|
||
within range.
|
||
|
||
- You create an instantaneous, harmless sensory effect, such as a
|
||
shower of sparks, a puff of wind, faint musical notes, or an odd
|
||
odor.
|
||
- You instantaneously light or snuff out a candle, a torch, or a
|
||
small campfire.
|
||
- You instantaneously clean or soil an object no larger than 1
|
||
cubic foot.
|
||
- You chill, warm, or flavor up to 1 cubic foot of nonliving
|
||
material for 1 hour.
|
||
- You make a color, a small mark, or a symbol appear on an object
|
||
or a surface for 1 hour.
|
||
- You create a nonmagical trinket or an illusory image that can
|
||
fit in your hand and that lasts until the end of your next turn.
|
||
|
||
If you cast this spell multiple times, you can have up to three of
|
||
its non-instantaneous effects active at a time, and you can
|
||
dismiss such an effect as an action.
|
||
|
||
"""
|
||
name = "Prestidigitation"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "10 feet"
|
||
components = ("V", "S", )
|
||
duration = "1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
|
||
|
||
|
||
class ProtectionFromEnergy(Spell):
|
||
"""For the duration, the willing creature you touch has resistance to
|
||
one damage type of your choice: acid, cold, fire, lightning, or
|
||
thunder.
|
||
|
||
"""
|
||
name = "Protection from Energy"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class RaiseDead(Spell):
|
||
"""You return a dead creature you touch to life, provided that it has
|
||
been dead no longer than 10 days. If the creature’s soul is both
|
||
willing and at liberty to rejoin the body, the creature returns to
|
||
life with 1 hit point.
|
||
|
||
This spell also neutralizes any poisons and
|
||
cures nonmagical diseases that affected the creature at the time
|
||
it died. This spell doesn’t, however, remove magical diseases,
|
||
curses, or similar effects; if these aren’t first removed prior to
|
||
casting the spell, they take effect when the creature returns to
|
||
life. The spell can’t return an undead creature to life.
|
||
|
||
This spell closes all mortal wounds, but it doesn’t restore
|
||
missing body parts. If the creature is lacking body parts or
|
||
organs integral for its survival—its head, for instance—the spell
|
||
automatically fails.
|
||
|
||
Coming back from the dead is an ordeal. The target takes a −4
|
||
penalty to all attack rolls, saving throws, and ability
|
||
checks. Every time the target finishes a long rest, the penalty is
|
||
reduced by 1 until it disappears.
|
||
|
||
"""
|
||
name = "Raise Dead"
|
||
level = 5
|
||
casting_time = "1 hour"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a diamond worth at least 500 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Bard', 'Cleric', 'Paladin', )
|
||
|
||
|
||
class RayOfEnfeeblement(Spell):
|
||
"""A black beam of enervating energy springs from your finger toward a
|
||
creature within range. Make a ranged spell attack against the
|
||
target. On a hit, the target deals only half damage with weapon
|
||
attacks that use Strength until the spell ends.
|
||
|
||
At the end of each of the target's turns, it can make a
|
||
Constitution saving throw against the spell. On a success, the
|
||
spell ends.
|
||
|
||
"""
|
||
name = "Ray of Enfeeblement"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S', )
|
||
materials = ""
|
||
duration = "Concentration (1 minute)"
|
||
magic_school = "Necromancy"
|
||
classes = ('Warlock', 'Wizard', )
|
||
|
||
|
||
class RayOfFrost(Spell):
|
||
"""A frigid beam of blue-white light streaks toward a creature within
|
||
range. Make a ranged spell attack against the target. On a hit, it
|
||
takes 1d8 cold damage, and its speed is reduced by 10 feet until
|
||
the start of your next turn.
|
||
|
||
The spell's damage increases by 1d8 when you reach 5th level
|
||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||
|
||
"""
|
||
name = "Ray of Frost"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", )
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
class RayOfSickness(Spell):
|
||
"""A ray of sickening greenish energy lashes out toward a creature
|
||
within range. Make a ranged spell attack against the target. On a
|
||
hit, the target takes 2d8 poison damage and must make a
|
||
Constitution saving throw. On a failed save, it is also poisoned
|
||
until the end of your next turn.
|
||
|
||
At Higher Levels. When you cast this spell using a spell slot of
|
||
2nd level or higher, the damage increases by 1d8 for each slot
|
||
level above 1st.
|
||
|
||
"""
|
||
name = "Ray of Sickness"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", )
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
class Regenerate(Spell):
|
||
"""You touch a creature and stimulate its natural healing ability. The
|
||
target regains 4d8 + 15 hit points. For the duration of the spell,
|
||
the target regains 1 hit point at the start of each of its turns
|
||
(10 hit points each minute). The target’s severed body members
|
||
(fingers, legs, tails, and so on), if any, are restored after 2
|
||
minutes. If you have the severed part and hold it to the stump,
|
||
the spell instantaneously causes the limb to knit to the stump.
|
||
|
||
"""
|
||
name = "Regenerate"
|
||
level = 7
|
||
casting_time = "1 minute"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a prayer wheel and holy water"
|
||
duration = "1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class RemoveCurse(Spell):
|
||
"""At your touch, all curses affecting one creature or object end. If
|
||
the object is a cursed magic item, its curse remains, but the
|
||
spell breaks its owner’s attunement to the object so it can be
|
||
removed or discarded.
|
||
|
||
"""
|
||
name = "Remove Curse"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Resistance(Spell):
|
||
"""You touch one willing creature. Once before the spell ends, the
|
||
target can roll a d4 and add the number rolled to one saving throw
|
||
of its choice. It can roll the die before or after making the
|
||
saving throw. The spell then ends.
|
||
|
||
"""
|
||
name = "Resistance"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a miniature cloak"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Resurrection(Spell):
|
||
"""You touch a dead creature that has been dead for no more than a
|
||
century, that didn’t die of old age, and that isn’t undead. If its
|
||
soul is free and willing, the target returns to life with all its
|
||
hit points. This spell neutralizes any poisons and cures normal
|
||
diseases afflicting the creature when it died. It doesn’t,
|
||
however, remove magical diseases, curses, and the like; if such
|
||
effects aren’t removed prior to casting the spell, they afflict
|
||
the target on its return to life. This spell closes all mortal
|
||
wounds and restores any missing body parts. Coming back from the
|
||
dead is an ordeal. The target takes a −4 penalty to all attack
|
||
rolls, saving throws, and ability checks. Every time the target
|
||
finishes a long rest, the penalty is reduced by 1 until it
|
||
disappears. Casting this spell to restore life to a creature that
|
||
has been dead for one year or longer taxes you greatly. Until you
|
||
finish a long rest, you can’t cast spells again, and you have
|
||
disadvantage on all attack rolls, ability checks, and saving
|
||
throws.
|
||
|
||
"""
|
||
name = "Resurrection"
|
||
level = 7
|
||
casting_time = "1 hour"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a diamond worth at least 1,000 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ()
|
||
|
||
|
||
class Revivify(Spell):
|
||
"""You touch a creature that has died within the last minute. That
|
||
creature returns to life with 1 hit point. This spell can’t return
|
||
to life a creature that has died of old age, nor can it restore
|
||
any missing body parts.
|
||
|
||
"""
|
||
name = "Revivify"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "diamonds worth 300 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class SacredFlame(Spell):
|
||
"""Flame-like radiance descends on a creature that you can see within
|
||
range. The target must succeed on a Dexterity saving throw or take
|
||
1d8 radiant damage. The target gains no benefit from cover for
|
||
this saving throw. The spell’s damage increases by 1d8 when you
|
||
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||
|
||
"""
|
||
name = "Sacred Flame"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Sanctuary(Spell):
|
||
"""You ward a creature within range against attack. Until the spell
|
||
ends, any creature who targets the warded creature with an attack
|
||
or a harmful spell must first make a Wisdom saving throw. On a
|
||
failed save, the creature must choose a new target or lose the
|
||
attack or spell. This spell doesn’t protect the warded creature
|
||
from area effects, such as the explosion of a fireball. If the
|
||
warded creature makes an attack or casts a spell that affects an
|
||
enemy creature, this spell ends.
|
||
|
||
"""
|
||
name = "Sanctuary"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a small silver mirror"
|
||
duration = "1 minute"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Shatter(Spell):
|
||
"""A sudden loud ringing noise, painfully intense, erupts from a point
|
||
of your choice within range. Each creature in a 10-foot-radius
|
||
sphere centered on that point must make a Constitution saving
|
||
throw. A creature takes 3d8 thunder damage on a failed save, or
|
||
half as much damage on a successful one. A creature made of
|
||
inorganic material such as stone, crystal, or metal has
|
||
disadvantage on this saving throw. A nonmagical object that isn’t
|
||
being worn or carried also takes the damage if it’s in the spell’s
|
||
area. At Higher Levels. When you cast this spell using a spell
|
||
slot of 3rd level or higher, the damage increases by 1d8 for each
|
||
slot level above 2nd.
|
||
|
||
"""
|
||
name = "Shatter"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a chip of mica"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Shield(Spell):
|
||
"""An invisible barrier of magical force appears and protects
|
||
you. Until the start of your next turn, you have a +5 bonus to AC,
|
||
including against the triggering attack, and you take no damage
|
||
from magic missile.
|
||
|
||
"""
|
||
name = "Shield"
|
||
level = 1
|
||
casting_time = "1 reaction"
|
||
casting_range = "Self"
|
||
components = ("V", "S", )
|
||
duration = "1 round"
|
||
magic_school = "Abjuration"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
class ShieldOfFaith(Spell):
|
||
"""A shimmering field appears and surrounds a creature of your choice
|
||
within range, granting it a +2 bonus to AC for the duration.
|
||
|
||
"""
|
||
name = "Shield of Faith"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a small parchment with a bit of holy text written on it"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class ShockingGrasp(Spell):
|
||
"""Lightning springs from your hand to deliver a shock to a creature
|
||
you try to touch. Make a melee spell attack against the
|
||
target. You have advantage on the attack roll if the target is
|
||
wearing armor made of metal. On a hit, the target takes 1d8
|
||
lightning damage, and it can't take reactions until the start of
|
||
its next turn.
|
||
|
||
The spell's damage increases by 1d8 when you reach 5th level
|
||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||
|
||
"""
|
||
name = "Shocking Grasp"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", )
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ('Sorceror', 'Wizard', )
|
||
|
||
|
||
class Silence(Spell):
|
||
"""For the duration, no sound can be created within or pass through a
|
||
20-foot-radius sphere centered on a point you choose within
|
||
range. Any creature or object entirely inside the sphere is immune
|
||
to thunder damage, and creatures are deafened while entirely
|
||
inside it. Casting a spell that includes a verbal component is
|
||
impossible there.
|
||
|
||
"""
|
||
name = "Silence"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class SilentImage(Spell):
|
||
"""You create the image of an object, a creature, or some other
|
||
visible phenomenon that is no larger than a 15-foot cube. The
|
||
image appears at a spot within range and lasts for the
|
||
duration. The image is purely visual; it isn’t accompanied by
|
||
sound, smell, or other sensory effects. You can use your action to
|
||
cause the image to move to any spot within range. As the image
|
||
changes location, you can alter its appearance so that its
|
||
movements appear natural for the image. For example, if you create
|
||
an image of a creature and move it, you can alter the image so
|
||
that it appears to be walking. Physical interaction with the image
|
||
reveals it to be an illusion, because things can pass through
|
||
it. A creature that uses its action to examine the image can
|
||
determine that it is an illusion with a successful Intelligence
|
||
(Investigation) check against your spell save DC. If a creature
|
||
discerns the illusion for what it is, the creature can see through
|
||
the image.
|
||
|
||
"""
|
||
name = "Silent Image"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of fleece"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Illusion"
|
||
classes = ()
|
||
|
||
|
||
class Sleep(Spell):
|
||
"""This spell sends creatures into a magical slumber. Roll 5d8, the
|
||
total is how many hit points of creatures this spell can
|
||
affect. Creatures within 20 feet of a point you choose within
|
||
range are affected in ascending order of their current hit points
|
||
(ignoring unconscious creatures).
|
||
|
||
Starting with the creature that has the lowest current hit points,
|
||
each creature affected by this spell falls unconscious until the
|
||
spell ends, the sleeper takes damage, or someone uses an action to
|
||
shake or slap the sleeper awake. Subtract each creature's hit
|
||
points from the total before moving on to the creature with the
|
||
next lowest hit points. A creature's hit points must be equal to
|
||
or less than the remaining total for that creature to be affected.
|
||
|
||
Undead and creatures immune to being charmed aren't affected by
|
||
this spell.
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of
|
||
2nd level or higher, roll an additional 2d8 for each slot level
|
||
above 1st.
|
||
|
||
"""
|
||
name = "Sleep"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ("V", "S", "M", )
|
||
materials = "A pinch of fine sand, rose petals, or a cricket"
|
||
duration = "1 minutes"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Sorceror', 'Wizard', )
|
||
|
||
|
||
class SpareTheDying(Spell):
|
||
"""You touch a living creature that has 0 hit points. The creature
|
||
becomes stable. This spell has no effect on undead or
|
||
constructs.
|
||
|
||
"""
|
||
name = "Spare the Dying"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ()
|
||
|
||
|
||
class SpeakWithDead(Spell):
|
||
"""You grant the semblance of life and intelligence to a corpse of
|
||
your choice within range, allowing it to answer the questions you
|
||
pose. The corpse must still have a mouth and can’t be undead. The
|
||
spell fails if the corpse was the target of this spell within the
|
||
last 10 days. Until the spell ends, you can ask the corpse up to
|
||
five questions. The corpse knows only what it knew in life,
|
||
including the languages it knew. Answers are usually brief,
|
||
cryptic, or repetitive, and the corpse is under no compulsion to
|
||
offer a truthful answer if you are hostile to it or it recognizes
|
||
you as an enemy. This spell doesn’t return the creature’s soul to
|
||
its body, only its animating spirit. Thus, the corpse can’t learn
|
||
new information, doesn’t comprehend anything that has happened
|
||
since it died, and can’t speculate about future events.
|
||
|
||
"""
|
||
name = "Speak with Dead"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "burning incense"
|
||
duration = "10 minutes"
|
||
magic_school = "Necromancy"
|
||
classes = ()
|
||
|
||
|
||
class SpiderClimb(Spell):
|
||
"""Until the spell ends, one willing creature you touch gains the
|
||
ability to move up, down, and across vertical surfaces and upside
|
||
down along ceilings, while leaving its hands free. The target also
|
||
gains a climbing speed equal to its walking speed.
|
||
|
||
"""
|
||
name = "Spider Climb"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a drop of bitumen and a spider"
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class SpiritGuardians(Spell):
|
||
"""You call forth spirits to protect you. They flit around you to a
|
||
distance of 15 feet for the duration. If you are good or neutral,
|
||
their spectral form appears angelic or fey (your choice). If you
|
||
are evil, they appear fiendish. When you cast this spell, you can
|
||
designate any number of creatures you can see to be unaffected by
|
||
it. An affected creature’s speed is halved in the area, and when
|
||
the creature enters the area for the first time on a turn or
|
||
starts its turn there, it must make a Wisdom saving throw. On a
|
||
failed save, the creature takes 3d8 radiant damage (if you are
|
||
good or neutral) or 3d8 necrotic damage (if you are evil). On a
|
||
successful save, the creature takes half as much damage. At Higher
|
||
Levels. When you cast this spell using a spell slot of 4th level
|
||
or higher, the damage increases by 1d8 for each slot level above
|
||
3rd.
|
||
|
||
"""
|
||
name = "Spirit Guardians"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a holy symbol"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class SpiritualWeapon(Spell):
|
||
"""You create a floating, spectral weapon within range that lasts for
|
||
the duration or until you cast this spell again. When you cast the
|
||
spell, you can make a melee spell attack against a creature within
|
||
5 feet of the weapon. On a hit, the target takes force damage
|
||
equal to 1d8 + your spellcasting ability modifier. As a bonus
|
||
action on your turn, you can move the weapon up to 20 feet and
|
||
repeat the attack against a creature within 5 feet of it. The
|
||
weapon can take whatever form you choose. Clerics of deities who
|
||
are associated with a particular weapon (as St. Cuthbert is known
|
||
for his mace and Thor for his hammer) make this spell’s effect
|
||
resemble that weapon. At Higher Levels. When you cast this spell
|
||
using a spell slot of 3rd level or higher, the damage increases by
|
||
1d8 for every two slot levels above the 2nd.
|
||
|
||
"""
|
||
name = "Spiritual Weapon"
|
||
level = 2
|
||
casting_time = "1 bonus action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Stoneskin(Spell):
|
||
"""This spell turns the flesh of a willing creature you touch as hard
|
||
as stone. Until the spell ends, the target has resistance to
|
||
nonmagical bludgeoning, piercing, and slashing damage.
|
||
|
||
"""
|
||
name = "Stoneskin"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "diamond dust worth 100 gp, which the spell consumes"
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Suggestion(Spell):
|
||
"""You suggest a course of activity (limited to a sentence or two) and
|
||
magically influence a creature you can see within range that can
|
||
hear and understand you. Creatures that can’t be charmed are
|
||
immune to this effect. The suggestion must be worded in such a
|
||
manner as to make the course of action sound reasonable. Asking
|
||
the creature to stab itself, throw itself onto a spear, immolate
|
||
itself, or do some other obviously harmful act ends the spell.
|
||
|
||
The target must make a Wisdom saving throw. On a failed save, it
|
||
pursues the course of action you described to the best of its
|
||
ability. The suggested course of action can continue for the
|
||
entire duration. If the suggested activity can be completed in a
|
||
shorter time, the spell ends when the subject finishes what it was
|
||
asked to do.
|
||
|
||
You can also specify conditions that will trigger a special
|
||
activity during the duration. For example, you might suggest that
|
||
a knight give her warhorse to the first beggar she meets. If the
|
||
condition isn’t met before the spell expires, the activity isn’t
|
||
performed.
|
||
|
||
If you or any of your companions damage the target, the spell
|
||
ends.
|
||
|
||
"""
|
||
name = "Suggestion"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'M')
|
||
materials = "a snake’s tongue and either a bit of honeycomb or a drop of sweet oil"
|
||
duration = "Concentration, up to 8 hours"
|
||
magic_school = "Enchantment"
|
||
classes = ()
|
||
|
||
|
||
class Sunburst(Spell):
|
||
"""Brilliant sunlight flashes in a 60-foot radius centered on a point
|
||
you choose within range. Each creature in that light must make a
|
||
Constitution saving throw. On a failed save, a creature takes 12d6
|
||
radiant damage and is blinded for 1 minute. On a successful save,
|
||
it takes half as much damage and isn’t blinded by this
|
||
spell. Undead and oozes have disadvantage on this saving throw.
|
||
|
||
A creature blinded by this spell makes another Constitution saving
|
||
throw at the end of each of its turns. On a successful save, it is
|
||
no longer blinded.
|
||
|
||
This spell dispels any darkness in its area that was created by a
|
||
spell.
|
||
|
||
"""
|
||
name = "Sunburst"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "fire and a piece of sunstone"
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class Teleport(Spell):
|
||
"""This spell instantly transports you and up to eight willing
|
||
creatures of your choice that you can see within range, or a
|
||
single object that you can see within range, to a destination you
|
||
select. If you target an object, it must be able to fit entirely
|
||
inside a 10-foot cube, and it can’t be held or carried by an
|
||
unwilling creature.
|
||
|
||
The destination you choose must be known to you, and it must be on
|
||
the same plane of existence as you. Your familiarity with the
|
||
destination determines whether you arrive there successfully. The
|
||
DM rolls d100 and consults the table.
|
||
|
||
================= ====== ============ ========== =========
|
||
Familiarity Mishap Similar Area Off Target On Target
|
||
================= ====== ============ ========== =========
|
||
Permanent circle -- -- -- 01-100
|
||
Associated object -- -- -- 01-100
|
||
Very familiar 01–05 06–13 14–24 25–100
|
||
Seen casually 01–33 34–43 44–53 54–100
|
||
Viewed once 01–43 44–53 54–73 74–100
|
||
Description 01–43 44–53 54–73 74–100
|
||
False destination 01–50 51–100 -- --
|
||
================= ====== ============ ========== =========
|
||
|
||
**Familiarity** “Permanent circle” means a permanent teleportation
|
||
circle whose sigil sequence you know. “Associated object” means
|
||
that you possess an object taken from the desired destination
|
||
within the last six months, such as a book from a wizard’s
|
||
library, bed linen from a royal suite, or a chunk of marble from a
|
||
lich’s secret tomb.
|
||
|
||
“Very familiar” is a place you have been very often, a place you
|
||
have carefully studied, or a place you can see when you cast the
|
||
spell. “Seen casually” is someplace you have seen more than once
|
||
but with which you aren’t very familiar. “Viewed once” is a place
|
||
you have seen once, possibly using magic. “Description” is a place
|
||
whose location and appearance you know through someone else’s
|
||
description, perhaps from a map.
|
||
|
||
“False destination” is a place that doesn’t exist. Perhaps you
|
||
tried to scry an enemy’s sanctum but instead viewed an illusion,
|
||
or you are attempting to teleport to a familiar location that no
|
||
longer exists.
|
||
|
||
**On Target.** You and
|
||
your group (or the target object) appear where you want to.
|
||
|
||
**Off Target.** You and your group (or the target object) appear a
|
||
random distance away from the destination in a random
|
||
direction. Distance off target is 1d10 × 1d10 percent of the
|
||
distance that was to be traveled. For example, if you tried to
|
||
travel 120 miles, landed off target, and rolled a 5 and 3 on the
|
||
two d10s, then you would be off target by 15 percent, or 18
|
||
miles. The DM determines the direction off target randomly by
|
||
rolling a d8 and designating 1 as north, 2 as northeast, 3 as
|
||
east, and so on around the points of the compass. If you were
|
||
teleporting to a coastal city and wound up 18 miles out at sea,
|
||
you could be in trouble.
|
||
|
||
**Similar Area.** You and your group (or the target object) wind
|
||
up in a different area that’s visually or thematically similar to
|
||
the target area. If you are heading for your home laboratory, for
|
||
example, you might wind up in another wizard’s laboratory or in an
|
||
alchemical supply shop that has many of the same tools and
|
||
implements as your laboratory. Generally, you appear in the
|
||
closest similar place, but since the spell has no range limit, you
|
||
could conceivably wind up anywhere on the plane.
|
||
|
||
**Mishap.** The spell’s unpredictable magic results in a difficult
|
||
journey. Each teleporting creature (or the target object) takes
|
||
3d10 force damage, and the DM rerolls on the table to see where
|
||
you wind up (multiple mishaps can occur, dealing damage each
|
||
time).
|
||
|
||
"""
|
||
name = "Teleport"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|
||
|
||
|
||
class Thaumaturgy(Spell):
|
||
"""You manifest a minor wonder, a sign of supernatural power, within
|
||
range. You create one of the following magical effects within
|
||
range:
|
||
|
||
- Your voice booms up to three times as loud as normal for 1 minute.
|
||
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
|
||
- You cause harmless tremors in the ground for 1 minute.
|
||
- You create an instantaneous sound that originates from a point
|
||
of your choice within range, such as a rumble of thunder, the
|
||
cry of a raven, or omi- nous whispers.
|
||
- You instantaneously cause an unlocked door or win- dow to fly
|
||
open or slam shut.
|
||
- You alter the appearance of your eyes for 1 minute.
|
||
|
||
If you cast this spell multiple times, you can have up to three of
|
||
its 1-minute effects active at a time, and you can dismiss such an
|
||
effect as an action.
|
||
|
||
"""
|
||
name = "Thaumaturgy"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Up to 1 minute"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class Thunderwave(Spell):
|
||
"""A wave of thunderous force sweeps out from you. Each creature in a
|
||
15-foot cube originating from you must make a Constitution saving
|
||
throw. On a failed save, a creature takes 2d8 thunder damage and
|
||
is pushed 10 feet away from you. On a successful save, the
|
||
creature takes half as much damage and isn’t pushed. In addition,
|
||
unsecured objects that are completely within the area of effect
|
||
are automatically pushed 10 feet away from you by the spell’s
|
||
effect, and the spell emits a thunderous boom audible out to 300
|
||
feet. At Higher Levels. When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d8 for each
|
||
slot level above 1st.
|
||
|
||
"""
|
||
name = "Thunderwave"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class TimeStop(Spell):
|
||
"""You briefly stop the flow of time for everyone but yourself. No
|
||
time passes for other creatures, while you take 1d4 + 1 turns in a
|
||
row, during which you can use actions and move as normal.
|
||
|
||
This spell ends if one of the actions you use during this period,
|
||
or any effects that you create during this period, affects a
|
||
creature other than you or an object being worn or carried by
|
||
someone other than you. In addition, the spell ends if you move to
|
||
a place more than 1,000 feet from the location where you cast it.
|
||
|
||
"""
|
||
name = "Time Stop"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
magic_school = "Transmutation"
|
||
classes = ()
|
||
|
||
|
||
class TrueResurrection(Spell):
|
||
"""You touch a creature that has been dead for no longer than 200
|
||
years and that died for any reason except old age. If the
|
||
creature’s soul is free and willing, the creature is restored to
|
||
life with all its hit points. This spell closes all wounds,
|
||
neutralizes any poison, cures all diseases, and lifts any curses
|
||
affecting the creature when it died. The spell replaces damaged or
|
||
missing organs and limbs. The spell can even provide a new body if
|
||
the original no longer exists, in which case you must speak the
|
||
creature’s name. The creature then appears in an unoccupied space
|
||
you choose within 10 feet of you.
|
||
|
||
"""
|
||
name = "True Resurrection"
|
||
level = 9
|
||
casting_time = "1 hour"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
magic_school = "Necromancy"
|
||
classes = ()
|
||
|
||
|
||
class TrueSeeing(Spell):
|
||
"""This spell gives the willing creature you touch the ability to see
|
||
things as they actually are. For the duration, the creature has
|
||
truesight, notices secret doors hidden by magic, and can see into
|
||
the Ethereal Plane, all out to a range of 120 feet.
|
||
|
||
"""
|
||
name = "True Seeing"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"
|
||
duration = "1 hour"
|
||
magic_school = "Divination"
|
||
classes = ()
|
||
|
||
|
||
class VampiricTouch(Spell):
|
||
"""The touch of your shadow-wreathed hand can siphon life force from
|
||
others to heal your wounds. Make a melee spell attack against a
|
||
creature within your reach. On a hit, the target takes 3d6
|
||
necrotic damage, and you regain hit points equal to half the
|
||
amount of necrotic damage dealt. Until the spell ends, you can
|
||
make the attack again on each of your turns as an action.
|
||
|
||
**At Higher Levels.** When you cast this spell using a spell slot
|
||
of 4th level or higher, the damage increases by 1d6 for each slot
|
||
level above 3rd.
|
||
|
||
"""
|
||
name = "Vampiric Touch"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S', )
|
||
materials = ""
|
||
duration = "Concentration (1 minute)"
|
||
magic_school = "Necromancy"
|
||
classes = ('Warlock', 'Wizard', )
|
||
|
||
|
||
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 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 damage, or half as much damage on a successful save. 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 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 damage increases by 1d8 for each slot level above
|
||
4th.
|
||
|
||
"""
|
||
name = "Wall of Fire"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a small piece of phosphorus"
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class WallOfStone(Spell):
|
||
"""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 one other panel. Alternatively, you can
|
||
create 10-foot-by-20-foot panels that are only 3 inches thick. If
|
||
the wall cuts through a creature’s 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 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 can’t occupy the same
|
||
space as a creature or object. The wall doesn’t need to be
|
||
vertical or rest 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 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 connected
|
||
panels to collapse at the DM’s discretion. If you maintain your
|
||
concentration on this spell for its whole duration, the wall
|
||
becomes permanent and can’t be dispelled. Otherwise, the wall
|
||
disappears when the spell ends.
|
||
|
||
"""
|
||
name = "Wall of Stone"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a small block of granite"
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Evocation"
|
||
classes = ()
|
||
|
||
|
||
class WardingBond(Spell):
|
||
"""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 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 action.
|
||
|
||
"""
|
||
name = "Warding Bond"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration"
|
||
duration = "1 hour"
|
||
magic_school = "Abjuration"
|
||
classes = ()
|
||
|
||
|
||
class Web(Spell):
|
||
"""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 are difficult terrain and lightly
|
||
obscure their area. If the webs aren’t 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
|
||
free. 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 round, dealing 2d4 fire
|
||
damage to any creature that starts its turn in the fire.
|
||
|
||
"""
|
||
name = "Web"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
components = ('V', 'S', 'M')
|
||
materials = "a bit of spiderweb"
|
||
duration = "Concentration, up to 1 hour"
|
||
magic_school = "Conjuration"
|
||
classes = ()
|