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747 lines
32 KiB
Python
747 lines
32 KiB
Python
from .spells import Spell
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class WallOfFire(Spell):
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"""You create a wall of fire on a solid surface within range. You can make the wall
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up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
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feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
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for the duration.
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When the wall appears, each creature within its area must
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make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
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damage, or half as much damage on a successful save.
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One side of the wall,
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selected by you when you cast this spell, deals 5d8 fire damage to each creature
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that ends its turn within 10 feet of that side or inside the wall. A creature
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takes the same damage when it enters the wall for the first time on a turn or
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ends its turn there. The other side of the wall deals no damage.
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At Higher
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Levels: When you cast this spell using a spell slot of 5th level or higher, the
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damage increases by 1d8 for each slot level above 4th.
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"""
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name = "Wall Of Fire"
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level = 4
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A small piece of phosphorus"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class WallOfForce(Spell):
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"""An invisible wall of force springs into existence at a point you choose within
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range.
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The wall appears in any orientation you choose, as a horizontal or
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vertical barrier or at an angle. It can be free floating or resting on a solid
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surface. You can form it into a hemispherical dome or a sphere with a radius of
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up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
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panels. Each panel must be continguous with another panel. In any form, the
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wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
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creature's space when it appears, the creature is pushed to one side of the wall
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(your choice which side).
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Nothing can physically pass through the wall. It is
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immune to all damage and can't be dispelled by dispel magic. A disintegrate
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spell destroys the wall instantly, however. The wall also extends into the
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Ethereal Plane, blocking ethereal travel through the wall.
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"""
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name = "Wall Of Force"
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level = 5
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A pinch of powder made by crushing a clear gemstone"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class WallOfIce(Spell):
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"""You create a wall of ice on a solid surface within range. You can form it into a
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hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a
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flat surfcae made up of ten 10-foot-square panels. Each panel must be
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contiguous with another panel. In any form, the wall is 1 foot thick and lasts
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for the duration.
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If the wall cuts through a creature's space when it appears,
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the creature within its area is pushed to one side of the wall and must make a
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Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage,
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or half as much damage on a successful save.
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The wall is an object that can be
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damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section,
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and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit
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points destroys it and leaves behind a sheet of frigid air int he space the
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wall occupied. A creature moving through the sheet of frigid air for the first
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time on a turn must make a Constitution saaving throw. The creature takes 5f6
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cold damage on a failed save, or half as much damage on a successful one.
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At
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Higher Levels: When you cast this spell using a spell slot of 7th level or
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higher, the damage the wall deals when it appears increases by 2d6, and the
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damage from passing through the sheet of frigid air increases by 1d6, for each
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slot level above 6th.
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"""
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name = "Wall Of Ice"
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level = 6
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A small piece of quartz"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class WallOfLight(Spell):
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"""A shimmering wall of bright light appears at a point you choose within range.
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The wall appears in any orientation you choose: horizontally, vertically, or
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diagonally. It can be free floating, or it can rest on a solid surface. The wall
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can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line
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of sight, but creatures and objects can pass through it. It emits bright light
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out to 120 feet and dim light for an additional 120 feet.
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When the wall appears,
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each creature in its area must make a Constitution saving throw. On a failed
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save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a
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successful save, it takes half as much damage and isn't blinded. A blinded
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creature can make a Constitution saving throw at the end of each of its turns,
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ending the effect on itself on a success.
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A creature that ends its turn in the
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wall's area takes 4d8 radiant damage.
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Until the spell ends, you can use an
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action to launch a beam of radiance from the wall at one creature you can see
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within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8
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radiant damage. Whether you hit or miss, reduce the length of the wall by 10
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feet. If the wall's length drops to 0 feet, the spell ends.
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At Higher Levels:
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When you cast this spell using a spell slot of 6th level or higher, the damage
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increases by 1d8 for each slot level above 5th.
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"""
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name = "Wall Of Light"
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level = 5
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A hand mirror"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class WallOfSand(Spell):
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"""You conjure up a wall of swirling sand on the ground at a point you can see
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within range. You can make the wall up to 30 feet long, 10 feet high, and 10
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feet thick, and it vanishes when the spell ends. It blocks line of sight but not
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movement. A creature is blinded while in the wall's space and must spend 3 feet
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of movement for every 1 foot it moves there.
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"""
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name = "Wall Of Sand"
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level = 3
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A handful of sand"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class WallOfStone(Spell):
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"""A nonmagical wall of solid stone springs into existence at a point you choose
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within range.
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The wall is 6 inches thick and is composed of ten 10-foot-
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by-10-foot panels. Each panel must be contiguous with at least on other panel.
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Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches
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thick.
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If the wall cuts through a creature's space when it appears, the
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creature is pushed to one side of the wall (your choice). If a creature would be
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surrounded on all sides by the wall (or the wall and another solid surface),
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that creature can make a Dexterity saving throw. On a success, it can use its
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reaction to move up to its speed so that it is no longer enclosed by the wall.
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The wall can have any shape you desire, though it can't occupy the same space as
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a creature or object. the wall doesn't need to be vertical or resting on any
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firm foundation. It must, however, merge with and be solidly supported by
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existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
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If you create a span greater than 20 feet in length, you must halve the size
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of each panel to create supports. You can crudely shape the wall to create
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crenellations, battlements, and so on.
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The wall is an object made of stone that
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can be damaged and thus breached. Each panel has AC 15 and 30 hit points per
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inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
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connected panels to collapse at the DM's discretion.
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If you maintain your
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concentration on this spell for its whole duration, the wall becomes permanent
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and can't be dispelled. Otherwise, the wall disappears when the spell ends.
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"""
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name = "Wall Of Stone"
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level = 5
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A small block of granite"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class WallOfThorns(Spell):
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"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
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thorns. The wall appears within range on a solid surface and lasts for the
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duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
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feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
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5 feet thick. The wall blocks line of sight.
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When the wall appears, each
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creature within its area must make a Dexterity saving throw. On a failed save, a
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creature takes 7d8 piercing damage, or half as much damage on a successful
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save.
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A creature can move through the wall, albeit slowly and painfully. For
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every 1 foot a creature moves through the wall, it must spend 4 feet of
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movement. Furthermore, the first time a creature enters the wall on a turn or
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ends its turn there, the creature must make a Dexterity saving throw. It takes
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7d8 slashing damage on a failed save, or half as much on a successful save.
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At
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Higher Levels: When you cast this spell using a spell slot of 7th level or
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higher, both types o f damage increase by 1d8 for each slot level above 6th.
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"""
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name = "Wall Of Thorns"
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level = 6
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A handful of thorns"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid',)
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class WallOfWater(Spell):
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"""(a drop of water)
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You conjure up a wall of water on the ground at a point you
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can see within range. You can make the wall up to 30 feet long, 10 feet high,
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and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20
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feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's
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space is difficult terrain.
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Any ranged weapon attack that enters the wall's
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space has disadvantage on the attack roll, and fire damage
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is halved if the fire
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effect passes through the wall to reach its target. Spells that deal cold
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damage that pass through the wall cause the area of the wall they pass through
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to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square
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frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit
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points destroys it. When a section is destroyed, the wall's water doesn't fill
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it.
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"""
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name = "Wall Of Water"
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level = 3
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class WardingBond(Spell):
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"""This spell wards a willing creature you touch and creates a mystic connection
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between you and the target until the spell ends.
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While the target is within 60
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feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
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to all damage. Also, each time it takes damage, you take the same amount of
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damage.
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The spell ends if you drop to 0 hit points or if you and the target
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become separated by more than 60 feet. It also ends if the spell is cast again
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on either of the connected creatures. You can also dismiss the spell as an
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action.
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"""
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name = "Warding Bond"
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level = 2
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """A pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration"""
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duration = "1 hour"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Cleric',)
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class WardingWind(Spell):
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"""A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
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with you, remaining centered on you. The wind lasts for the spell's duration.
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The wind has the following effects:
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- It deafens you and other creatures in its
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area.
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- It extinguishes unprotected flames in its area that are torch-sized or
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smaller.
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- The area is difficult terrain for creatures other than you.
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- The
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attack rolls of ranged weapon attacks have disadvantage if they pass in or out
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of the wind.
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- It hedges out vapor, gas, and fog that can be dispersed by strong
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wind.
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"""
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name = "Warding Wind"
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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',)
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materials = """"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
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class WaterBreathing(Spell):
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"""This spell grants up to ten willing creatures you can see within range the
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ability to breathe underwater until the spell ends. Affected creatures also
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retain their normal mode of respiration.
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"""
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name = "Water Breathing"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A short reed or piece of straw"""
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duration = "24 hours"
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ritual = True
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magic_school = "Transmutation"
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classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
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class WaterWalk(Spell):
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"""This spell grants the ability to move across any liquid surface – such as water,
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acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
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(creatures crossing molten lava can still take damage from the heat).
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Up to ten
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willing creatures you can see within range gain this ability for the duration.
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If you target a creature submerged in a liquid, the spell carries the target to
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the surface of the liquid at a rate of 60 feet per round.
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"""
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name = "Water Walk"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A piece of cork"""
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duration = "1 hour"
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ritual = True
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magic_school = "Transmutation"
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classes = ('Cleric', 'Druid', 'Ranger', 'Sorcerer')
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class WaterySphere(Spell):
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"""You conjure up a sphere of water with a 5-foot radius on a point you can see
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within range. The sphere can hover in the air, but no more than 10 feet off the
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ground. The sphere remains for the spell's duration.
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Any creature in the
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sphere's space must make a Strength saving throw. On a successful save, a
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creature is ejected from that space to the nearest unoccupied space outside it.
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A Huge or larger creature succeeds on the saving throw automatically. On a
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failed save, a creature is restrained by the sphere and is engulfed by the
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water. At the end of each of its turns, a restrained target can repeat the
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saving throw.
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The sphere can restrain a maximum of four Medium or smaller
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creatures or one Large creature. If the sphere restrains a creature in excess of
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these numbers, a random creature that was already restrained by the sphere
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falls out of it and lands prone in a space within 5 feet of it.
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As an action,
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you can move the sphere up to 30 feet in a straight line. If it moves over a
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pit, cliff, or other drop, it safely descends until it is hovering 10 feet over
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ground. Any creature restrained by the sphere moves with it. You can ram the
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sphere into creatures, forcing them to make the saving throw, but no more than
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once per turn.
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When the spell ends, the sphere falls to the ground and
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extinguishes all normal flames within 30 feet of it. Any creature restrained by
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the sphere is knocked prone in the space where it falls.
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"""
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name = "Watery Sphere"
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level = 4
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A droplet of water"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class Web(Spell):
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"""You conjure a mass of thick, sticky webbing at a point of your choice within
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range.
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The webs fill a 20-foot cube from that point for the duration. The webs
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are difficult terrain and lightly obscure their area.
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If the webs aren't
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anchored between two solid masses (such as walls or trees) or layered across a
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floor, wall, or ceiling, the conjured web collapses on itself, and the spell
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ends at the start of your next turn. Webs layered over a flat surface have a
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depth of 5 feet.
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Each creature that starts its turn in the webs or that enters
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them during its turn must make a Dexterity saving throw. On a failed save, the
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creature is restrained as long as it remains in the webs or until it breaks
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free.
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A creature restrained by the webs can use its action to make a Strength
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check against your spell save DC. If it succeeds, it is no longer restrained.
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The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
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round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
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"""
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name = "Web"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A bit of spiderweb"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Sorcerer', 'Wizard')
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class Weird(Spell):
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"""Drawing on the deepest fears of a group of creatures, you create illusory
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creatures in their minds, visible only to them.
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Each creature in a 30-foot-
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radius sphere centered on a point of your choice within range must make a Wisdom
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saving throw. On a failed save, a creature becomes frightened for the duration.
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The illusion calls on the creature's deepest fears, manifesting its worst
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nightmares as an implacable threat. At the end of each of the frightened
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creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic
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damage. On a successful save, the spell ends for that creature.
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"""
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name = "Weird"
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level = 9
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Illusion"
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classes = ('Wizard',)
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class Whirlwind(Spell):
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"""A whirlwind howls down to a point that you can see on the ground within range.
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The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point.
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Until the spell ends, you can use your action to move the whirlwind up to 30
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feet in any direction along the ground. The whirlwind sucks up any Medium or
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smaller objects that aren't secured to anything and that aren't worn or carried
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by anyone.
|
||
A creature must make a Dexterity saving throw the first time on a
|
||
turn that it enters the
|
||
whirlwind or that the whirlwind enters its space,
|
||
including when the whirlwind first appears. A creature takes 10d6 bludgeoning
|
||
damage on a failed save, or half as much damage on a successful one. In
|
||
addition, a Large or smaller creature that fails the save must succeed on a
|
||
Strength saving throw or become restrained in the whirlwind until the spell
|
||
ends. When a creature starts its turn restrained by the whirlwind, the creature
|
||
is pulled 5 feet higher inside it, unless the creature is at the top.
|
||
A
|
||
restrained creature moves with the whirlwind and falls when the spell ends,
|
||
unless the creature has some means to stay aloft. A restrained creature can use
|
||
an action to make a Strength or Dexterity check against your spell save DC. If
|
||
successful, the creature is no longer restrained by the whirlwind and is hurled
|
||
3d6 x 10 feet away from it in a random direction.
|
||
"""
|
||
name = "Whirlwind"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
casting_range = "300 feet"
|
||
components = ('V', 'M')
|
||
materials = """A piece of straw"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Wizard', 'Sorcerer')
|
||
|
||
|
||
class WindWalk(Spell):
|
||
"""You and up to ten willing creatures you can see within range assume a gaseous
|
||
form for the duration, appearing as wisps of cloud.
|
||
While in this cloud form, a
|
||
creature has a flying speed of 300 feet and has resistance to damage from
|
||
nonmagical weapons. The only actions a creature can take in this form are the
|
||
Dash action or to revert to its normal form.
|
||
Reverting takes 1 minute, during
|
||
which time a creature is incapacitated and can't move. Until the spell ends, a
|
||
creature can revert to cloud form, which also requires the 1-minute
|
||
transformation.
|
||
|
||
If a creature is in cloud form and flying when the effect ends,
|
||
the creature descends 60 feet per round for 1 minute until it lands, which it
|
||
does safely. If it can't land after 1 minute, the creature falls the remaining
|
||
distance.
|
||
"""
|
||
name = "Wind Walk"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Fire and holy water"""
|
||
duration = "8 hours"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class WindWall(Spell):
|
||
"""A wall of strong wind rises from the ground at a point you choose within range.
|
||
|
||
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You
|
||
can shape the wall in any way you choose so long as it makes one continuous path
|
||
along the ground. The wall lasts for the duration.
|
||
|
||
When the wall appears, each
|
||
creature within its area must make a Strength saving throw. A creature takes
|
||
3d8 bludgeoning damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller
|
||
flying creatures or objects can't pass through the wall. Loose, lightweight
|
||
materials brought into the wall fly upward. Arrows, bolts, and other ordinary
|
||
projectiles launched at targets behind the wall are deflected upward and
|
||
automatically miss. (Boulders hurled by giants or siege engines, and similar
|
||
projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
|
||
"""
|
||
name = "Wind Wall"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A tiny fan and a feather of exotic origin"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class Wish(Spell):
|
||
"""Wish is the mightiest spell a mortal creature can cast. By simply speaking
|
||
aloud, you can alter the very foundations of reality in accord with your
|
||
desires.
|
||
|
||
The basic use of this spell is to duplicate any other spell of 8th
|
||
level or lower. You don't need to meet any requirements in that spell, including
|
||
costly components. The spell simply takes effect.
|
||
Alternatively, you can create
|
||
one of the following effects of your choice:
|
||
|
||
- You create one object of up to
|
||
25,000 gp in value that isn't a magic item. The object can be no more than 300
|
||
feet in any dimension, and it appears in an unoccupied space you can see on the
|
||
ground.
|
||
|
||
- You allow up to twenty creatures that you can see to regain all hit
|
||
points, and you end all effects on them described in the greater restoration
|
||
spell.
|
||
|
||
- You grant up to ten creatures that you can see resistance to a damage
|
||
type you choose.
|
||
|
||
- You grant up to ten creatures you can see immunity to a
|
||
single spell or other magical effect for 8 hours. For instance, you could make
|
||
yourself and all your com panions immune to a lich's life drain attack.
|
||
|
||
- You
|
||
undo a single recent event by forcing a reroll of any roll made within the last
|
||
round (including your last turn). Reality reshapes itself to accommodate the new
|
||
result. For example, a wish spell could undo an opponent's successful save, a
|
||
foe's critical hit, or a friend's failed save. You can force the reroll to be
|
||
made with advantage or disadvantage, and you can choose whether to use the
|
||
reroll or the original roll.
|
||
|
||
You might be able to achieve something beyond the
|
||
scope of the above examples. State your wish to the DM as precisely as possible.
|
||
The DM has great latitude in ruling what occurs in such an instance; the
|
||
greater the wish, the greater the likelihood that something goes wrong. This
|
||
spell might simply fail, the effect you desire
|
||
mightonlybepartlyachieved,oryoumightsuffersome unforeseen consequence as a
|
||
result of how you worded the wish. For example, wishing that a villain were dead
|
||
might propel you forward in time to a period when that villain is no longer
|
||
alive, effectively removing you from the game. Similarly, wishing for a
|
||
legendary magic item or artifact might instantly transport you to the presence
|
||
of the item's current owner.
|
||
|
||
The stress of casting this spell to produce any
|
||
effect other than duplicating another spell weakens you. After enduring that
|
||
stress, each time you cast a spell until you finish a long rest, you take 1d10
|
||
necrotic damage per level of that spell. This damage can't be reduced or
|
||
prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or
|
||
lower already, for 2d4 days. For each of those days that you spend resting and
|
||
doing nothing more than light activity, your remaining recovery time decreases
|
||
by 2 days. Finally, there is a 33 percent chance that you are unable to cast
|
||
wish ever again if you suffer this stress.
|
||
"""
|
||
name = "Wish"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class WitchBolt(Spell):
|
||
"""A beam of crackling, blue energy lances out toward a creature within range,
|
||
forming a sustained arc of lightning between you and the target.
|
||
Make a ranged
|
||
spell attack against that creature. On a hit, the target takes 1d12 lightning
|
||
damage, and on each of your turns for the duration, you can use your action to
|
||
deal 1d12 lightning damage to the target automatically. The spell ends if you
|
||
use your action to do anything else. The spell also ends if the target is ever
|
||
outside the spell's range or if it has total cover from you.
|
||
|
||
At Higher Levels:
|
||
When you cast this spell using a spell slot of 2nd level or higher, the initial
|
||
damage increases by 1d12 for each slot level above 1st.
|
||
"""
|
||
name = "Witch Bolt"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A twig from a tree that has been struck by lightning"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class WordOfRadiance(Spell):
|
||
"""You utter a divine word, and burning radiance erupts from you. Each creature of
|
||
your choice that you can see within range must succeed on a Constitution saving
|
||
throw or take 1d6 radiant damage.
|
||
The spell's damage increases by 1d6 when you
|
||
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||
"""
|
||
name = "Word Of Radiance"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "5 feet"
|
||
components = ('V', 'M')
|
||
materials = """A holy symbol"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class WordOfRecall(Spell):
|
||
"""You and up to five willing creatures within 5 feet of you instantly teleport to
|
||
a previously designated sanctuary.
|
||
You and any creatures that teleport with you
|
||
appear in the nearest unoccupied space to the spot you designated when you
|
||
prepared your sanctuary (see below). If you cast this spell without first
|
||
preparing a sanctuary, the spell has no effect.
|
||
|
||
You must designate a sanctuary
|
||
by casting this spell within a location, such as a temple, dedicated to or
|
||
strongly linked to your deity. If you attempt to cast the spell in this manner
|
||
in an area that isn't dedicated to your deity, the spell has no effect.
|
||
"""
|
||
name = "Word Of Recall"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "5 feet"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class WrathOfNature(Spell):
|
||
"""You call out to the spirits of nature to rouse them against your enemies. Choose
|
||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||
in a 60-foot cube centered on that point to become animated until the spell
|
||
ends.
|
||
Grasses and Undergrowth. Any area of ground in the cube that is covered by
|
||
grass or undergrowth is difficult terrain for your enemies.
|
||
Trees. At the start
|
||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
|
||
whipping branches.
|
||
Roots and Vines. At the end of each of your turns, one
|
||
creature of your choice that is on the ground in the cube must succeed on a
|
||
Strength saving throw or become restrained until the spell ends. A restrained
|
||
creature can use an action to make a Strength (Athletics) check against your
|
||
spell save DC, ending the effect on itself on a success.
|
||
Rocks. As a bonus
|
||
action on your turn, you can cause a loose rock in the cube to launch at a
|
||
creature you can see in the cube. Make a ranged spell attack against the target.
|
||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||
succeed on a Strength saving throw or fall prone.
|
||
"""
|
||
name = "Wrath Of Nature"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class WrathfulSmite(Spell):
|
||
"""The next time you hit with a melee weapon attack during this spell's duration,
|
||
your attack deals an extra 1d6 psychic damage.
|
||
Additionally, if the target is a
|
||
creature, it must make a Wisdom saving throw or be frightened of you until the
|
||
spell ends. As an action, the creature can make a Wisdom check against your
|
||
spell save DC to steel its resolve and end this spell.
|
||
"""
|
||
name = "Wrathful Smite"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Self"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Paladin',)
|
||
|
||
|