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906 lines
37 KiB
Python
906 lines
37 KiB
Python
from dungeonsheets.spells.spells import Spell
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class PassWithoutTrace(Spell):
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"""A veil of shadows and silence radiates from you, masking you and your companions
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from detection.
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For the duration, each creature you choose within 30 feet of
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you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be
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tracked except by magical means. A creature that receives this bonus leaves
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behind no tracks or other traces of its passage.
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"""
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name = "Pass Without Trace"
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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', 'M')
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materials = """Ashes from a burned leaf of mistletoe and a sprig of spruce"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Druid', 'Ranger')
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class Passwall(Spell):
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"""A passage appears at a point of your choice that you can see on a wooden,
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plaster, or stone surface (such as a wall, a ceiling, or a floor) within range,
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and lasts for the duration. You choose the opening's dimensions: up to 5 feet
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wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a
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structure surrounding it.
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When the opening disappears, any creatures or objects
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still in the passage created by the spell are safely ejected to an unoccupied
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space nearest to the surface on which you cast the spell.
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"""
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name = "Passwall"
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level = 5
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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 pinch of sesame seeds"""
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duration = "1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Wizard',)
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class PhantasmalForce(Spell):
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"""You craft an illusion that takes root in the mind of a creature that you can see
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within range.
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The target must make an Intelligence saving throw. On a failed
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save, you create a phantasmal object, creature, or other visible phenomenon of
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your choice that is no larger than a 10-foot cube and that is perceivable only
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to the target for the duration. This spell has no effect on undead or
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constructs.
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The phantasm includes sound, temperature, and other stimuli, also
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evident only to the creature.
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The target can use its action to examine the
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phantasm with an Intelligence (Investigation) check against your spell save DC.
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If the check succeeds, the target realizes that the phantasm is an illusion, and
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the spell ends.
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While a target is affected by the spell, the target treats the
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phantasm as if it were real. The target rationalizes any illogical outcomes
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from interacting with the phantasm. For example, a target attempting to walk
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across a phantasmal bridge that spans a chasm falls once it steps onto the
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bridge. If the target survives the fall, it still believes that the bridge
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exists and comes up with some other explanation for its fallit was pushed, it
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slipped, or a strong wind might have knocked it off.
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An affected target is so
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convinced of the phantasm's reality that it can even take damage from the
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illusion. A phantasm created to appear as a creature can attack the target.
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Similarly, a phantasm created to appear as fire, a pool of acid, or lava can
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burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
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damage to the target if it is in the phantasm's area or within 5 feet of the
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phantasm, provided that the illusion is of a creature or hazard that could
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logically deal damage, such as by attacking. The target perceives the damage as
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a type appropriate to the illusion.
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"""
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name = "Phantasmal Force"
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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 fleece"""
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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 = ('Bard', 'Sorcerer', 'Wizard')
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class PhantasmalKiller(Spell):
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"""You tap into the nightmares of a creature you can see within range and create an
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illusory manifestation of its deepest fears, visible only to that creature.
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The
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target must make a Wisdom saving throw. On a failed save, the target becomes
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frightened for the duration. At the end of each of the target's turns before the
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spell ends, the target must succeed on a Wisdom saving throw or take 4d10
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psychic damage. On a successful save, the spell ends.
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At Higher Levels: When
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you cast this spell using a spell slot of 5th level or higher, the damage
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increases by 1d1O for each slot level above 4th.
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"""
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name = "Phantasmal Killer"
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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')
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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 PhantomSteed(Spell):
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"""A Large quasi-real, horselike creature appears on the ground in an unoccupied
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space of your choice within range. You decide the creature's appearance, but it
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is equipped with a saddle, bit, and bridle. Any of the equipment created by the
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spell vanishes in a puff of smoke if it is carried more than 10 feet away from
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the steed.
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For the duration, you or a creature you choose can ride the steed.
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The creature uses the statistics for a riding horse, except it has a speed of
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100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When
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the spell ends, the steed gradually fades, giving the rider 1 minute to
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dismount. The spell ends if you use an action to dismiss it or if the steed
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takes any damage.
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"""
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name = "Phantom Steed"
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level = 3
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casting_time = "1 minute"
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casting_range = "30 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "1 hour"
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ritual = True
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magic_school = "Illusion"
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classes = ('Wizard',)
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class PlanarAlly(Spell):
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"""You beseech an otherworldly entity for aid.
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The being must be known to you: a
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god, a primordial, a demon prince, or some other being of cosmic power. That
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entity sends a celestial, an elemental, or a fiend loyal to it to aid you,
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making the creature appear in an unoccupied space within range. If you know a
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specific creature's name, you can speak that name when you cast this spell to
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request that creature, though you might get a different creature anyway (DM's
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choice).
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When the creature appears, it is under no compulsion to behave in any
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particular way. You can ask the creature to perform a service in exchange for
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payment, but it isn't obliged to do so. The requested task could range from
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simple (fly us across the chasm, or help us fight a battle) to complex (spy on
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our enemies, or protect us during our foray into the dungeon). You must be able
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to communicate with the creature to bargain for its services.
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Payment can take
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a variety of forms. A celestial might require a sizable donation of gold or
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magic items to an allied temple, while a fiend might demand a living sacrifice
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or a gift of treasure. Some creatures might exchange their service for a quest
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undertaken by you.
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As a rule of thumb, a task that can be measured in minutes
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requires a payment worth 100 gp per minute. A task measured in hours requires
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1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000
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gp per day. The DM can adjust these payments based on the circumstances under
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which you cast the spell. If the task is aligned with the creature's ethos, the
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payment might be halved or even waived. Nonhazardous tasks typically require
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only half the suggested payment, while especially dangerous tasks might require
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a greater gift. Creatures rarely accept tasks that seem suicidal.
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After the
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creature completes the task, or when the agreed-upon duration of service
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expires, the creature returns to its home plane after reporting back to you, if
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appropriate to the task and if possible. If you are unable to agree on a price
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for the creature's service, the creature immediately returns to its home plane.
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A creature enlisted to join your group counts as a member of it, receiving a
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full share of experience points awarded.
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"""
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name = "Planar Ally"
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level = 6
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casting_time = "10 minutes"
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casting_range = "60 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Cleric',)
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class PlanarBinding(Spell):
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"""With this spell, you attempt to bind a celestial, an elemental, a fey, or a
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fiend to your service.
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The creature must be within range for the entire casting
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of the spell. (Typically, the creature is first summoned into the center of an
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inverted magic circle in order to keep it trapped while this spell is cast.) At
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the completion of the casting, the target must make a Charisma saving throw. On
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a failed save, it is bound to serve you for the duration. If the creature w as
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summoned or created by another spell, that spell's duration is extended to match
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the duration of this spell.
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A bound creature must follow your instructions to
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the best of its ability. You might command the creature to accompany you on an
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adventure, to guard a location, or to deliver a message. The creature obeys the
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letter of your instructions, but if the creature is hostile to you, it strives
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to twist your words to achieve its own objectives. If the creature carries out
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your instructions completely before the spell ends, it travels to you to report
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this fact if you are on the same plane of existence. If you are on a different
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plane of existence, it returns to the place where you bound it and remains there
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until the spell ends.
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At Higher Levels: When you cast this spell using a spell
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slot of a higher level, the duration increases to:
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10 days with a 6th-level
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slot,
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30 days with a 7th-level slot,
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180 days with an 8th-level slot,
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1 year
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and 1 day with a 9th-level spell slot.
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"""
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name = "Planar Binding"
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level = 5
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casting_time = "1 hour"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A jewel worth at least 1,000 gp, which the spell consumes"""
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duration = "24 hours"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
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class PlaneShift(Spell):
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"""You and up to eight willing creatures who link hands in a circle are transported
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to a different plane of existence. You can specify a target destination in
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general terms, such as the City of Brass on the Elemental Plane of Fire or the
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palace of Dispater on the second level of the Nine Hells, and you appear in or
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near that destination. If you are trying to reac the City of Brass, for example,
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you might arrive in its Street of Steel, before its Gate of Ashes, or looking
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at the city from across the Sea of Fire, at the DM's discretion.
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Alternatively,
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if you know the sigil sequence of a teleportation circle on another plane of
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existence, this spell can take you to that circle. If the teleportation circle
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is too small to hold all the creatures you transported, they appear in the
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closest unoccupied spaces next to the circle.
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You can use this spell to banish
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an unwilling creature to another plane. Choose a creature within your reach and
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make a melee spell attack against it. On a hit, the creature must make a
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Charisma saving throw. If the creature fails the save, it is transported to a
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random location on the plane of existence you specify. A creature so transported
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must find its own way back to your current plane of existence.
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"""
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name = "Plane Shift"
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level = 7
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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 forked, metal rod worth at least 250 gp, attuned to a particular plane of existence"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Cleric', 'Druid', 'Sorcerer', 'Warlock', 'Wizard')
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class PlantGrowth(Spell):
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"""This spell channels vitality into plants within a specific area. There are two
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possible uses for the spell, granting either immediate or long-term benefits.
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If you cast this spell using 1 action, choose a point within range. All normal
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plants in a 100-foot radius centered on that point become thick and overgrown. A
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creature moving through the area must spend 4 feet of movement for every 1 foot
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it moves.
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You can exclude one or more areas of any size within the spell's
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area from being affected.
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If you cast this spell over 8 hours, you enrich the
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land. All plants in a half-mile radius centered on a point within range become
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enriched for 1 year. The plants yield twice the normal amount of food when
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harvested.
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"""
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name = "Plant Growth"
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level = 3
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casting_time = "Special"
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casting_range = "150 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Bard', 'Druid', 'Ranger')
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class PoisonSpray(Spell):
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"""You extend your hand toward a creature you can see within range and project a
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puff of noxious gas from your palm. The creature must succeed on a Constitution
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saving throw or take 1d12 poison damage.
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At Higher Levels: This spell's damage
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increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level
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(4d12).
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"""
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name = "Poison Spray"
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level = 0
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casting_time = "1 action"
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casting_range = "10 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
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class Polymorph(Spell):
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"""This spell transforms a creature that you can see within range into a new form.
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An unwilling creature must make a Wisdom saving throw to avoid the effect. A
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shapechanger automatically succeeds on this saving throw.
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The transformation
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lasts for the duration, or until the target drops to 0 hit points or dies. The
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new form can be any beast whose challenge rating is equal to or less than the
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target's (or the target's level, if it doesn't have a challenge rating). The
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target's game statistics, including mental ability scores, are replaced by the
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statistics of the chosen beast. It retains its alignment and personality.
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The
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target assumes the hit points of its new form. When it reverts to its normal
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form, the creature returns to the number of hit points it had before it
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transformed. If it reverts as a result of dropping to 0 hit points, any excess
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damage carries over to its normal form. As long as the excess damage doesn't
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reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
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The creature is limited in the actions it can perform by the nature of its new
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form, and it can't speak, cast spells, or take any other action that requires
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hands or speech.
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The target's gear melds into the new form. The creature can't
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activate, use, wield, or otherwise benefit from any of its equipment. This spell
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can't affect a target that has 0 hit points.
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"""
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name = "Polymorph"
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level = 4
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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 caterpillar cocoon"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
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class PowerWordHeal(Spell):
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"""A wave of healing energy washes over the creature you touch. The target regains
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all its hit points. If the creature is charmed, frightened, paralyzed, or
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stunned, the condition ends. If the creature is prone, it can use its reaction
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to stand up. This spell has no effect on undead or constructs.
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"""
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name = "Power Word Heal"
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level = 9
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S')
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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 = ('Bard',)
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class PowerWordKill(Spell):
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"""You utter a word of power that can compel one creature you can see within range
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to die instantly. If the creature you chose has 100 hit points or fewer, it
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dies. Otherwise, the spell has no effect.
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"""
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name = "Power Word Kill"
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level = 9
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class PowerWordPain(Spell):
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"""You speak a word of power that causes waves of intense pain to assail one
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creature you can see within range. If the target has 100 hit points or fewer, it
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is subject to crippling pain. Otherwise, the spell has no effect on it. A
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target is also unaffected if it is immune to being charmed.
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While the target is
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affected by crippling pain, any speed it has can be no higher than 10 feet. The
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target also has disadvantage on attack rolls, ability checks, and saving throws,
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other than Constitution saving throws. Finally, if the target tries to cast a
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spell, it must first succeed on a Constitution saving throw, or the casting
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fails and the spell is wasted.
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A target suffering this pain can make a
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Constitution saving throw at the end of each of its turns. On a successful save,
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the pain ends.
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"""
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name = "Power Word Pain"
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level = 7
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class PowerWordStun(Spell):
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"""You speak a word of power that can overwhelm the mind of one creature you can
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see within range, leaving it dumbfounded. If the target has 150 hit points or
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fewer, it is stunned. Otherwise, the spell has no effect. The stunned target
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must make a Constitution saving throw at the end of each of its turns. On a
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successful save, this stunning effect ends.
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"""
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name = "Power Word Stun"
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level = 8
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class PrayerOfHealing(Spell):
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"""Up to six creatures of your choice that you can see within range each regain hit
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points equal to 2d8 + your spellcasting ability modifier. This spell has no
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effect on undead or constructs.
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At Higher Levels: When you cast this spell
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using a spell slot of 3rd level or higher, the healing increases by 1d8 for each
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slot level above 2nd.
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"""
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name = "Prayer Of Healing"
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level = 2
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casting_time = "10 minutes"
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casting_range = "30 feet"
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components = ('V',)
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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 = ('Cleric',)
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class Prestidigitation(Spell):
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"""This spell is a minor magical trick that novice spellcasters use for practice.
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You create one of the following magical effects within range:
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-You create an
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instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
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wind, faint musical notes, or an odd odor.
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-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')
|
||
materials = """"""
|
||
duration = "Up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class PrimalSavagery(Spell):
|
||
"""You channel primal magic to cause your teeth or fingernails to sharpen, ready to
|
||
deliver a corrosive attack. Make a melee spell attack against one creature
|
||
within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you
|
||
make the attack, your teeth or fingernails return to normal. The spell's damage
|
||
increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
|
||
level (4d10).
|
||
"""
|
||
name = "Primal Savagery"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('S',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class PrimordialWard(Spell):
|
||
"""You have resistance to acid, cold, fire, lightning, and thunder damage for the
|
||
spell's duration.
|
||
When you take damage of one of those types, you can use your
|
||
reaction to gain immunity to that type
|
||
of damage, including against the
|
||
triggering damage. If you do so, the resistances end, and you have the immunity
|
||
until the end of your next turn, at which time the spell ends.
|
||
"""
|
||
name = "Primordial Ward"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class PrismaticSpray(Spell):
|
||
"""Eight multicolored rays of light flash from your hand. Each ray is a different
|
||
color and has a different power and purpose. Each creature in a 60-foot cone
|
||
must make a Dexterity saving throw. For each target, roll a d8 to determine
|
||
which color ray affects it.
|
||
|
||
1. Red. The target takes 10d6 fire damage on a
|
||
failed save, or half as much damage on a successful one.
|
||
|
||
2. Orange. The target
|
||
takes 10d6 acid damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
3. Yellow. The target takes 10d6 lightning damage on a failed save, or
|
||
half as much damage on a successful one.
|
||
|
||
4. Green. The target takes 10d6 poison
|
||
damage on a failed save, or half as much damage on a successful one.
|
||
|
||
5. Blue.
|
||
The target takes 10d6 cold damage on a failed save, or half as much damage on a
|
||
successful one.
|
||
|
||
6. Indigo. On a failed save, the target is restrained. It must
|
||
then make a Constitution saving throw at the end of each of its turns. If it
|
||
successfully saves three times, the spell ends. If it fails its save three
|
||
times, it permanently turns to stone and is subjected to the petrified
|
||
condition. The successes and failures don't need to be consecutive; keep track
|
||
of both until the target collects three of a kind.
|
||
|
||
7. Violet. On a failed save,
|
||
the target is blinded. It must then make a Wisdom saving throw at the start of
|
||
your next turn. A successful save ends the blindness. If it fails that save, the
|
||
creature is transported to another plane of existence of the DM's choosing and
|
||
is no longer blinded. (Typically, a creature that is on a plane that isn't its
|
||
home plane is banished home, while other creatures are usually cast into the
|
||
Astral or Ethereal planes.)
|
||
|
||
8. Special. The target is struck by two rays. Roll
|
||
twice more, rerolling any 8.
|
||
"""
|
||
name = "Prismatic Spray"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
casting_range = "Self (60-foot cone)"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class PrismaticWall(Spell):
|
||
"""A shimmering, multicolored plane of light forms a vertical opaque wallup to 90
|
||
feet long, 30 feet high, and 1 inch thickcentered on a point you can seewithin
|
||
range. Alternatively, you can shape the wall into a sphere up to 30 feet in
|
||
diameter centered on a point you choose within range. The wall remains in place
|
||
for the duration. If you position the wall so that it passes through a space
|
||
occupied by a creature, the spell fails, and your action and the spell slot are
|
||
wasted.
|
||
|
||
The wall sheds bright light out to a range of 100 feet and dim light
|
||
for an additional 100 feet. You and creatures you designate at the time you cast
|
||
the spell can pass through and remain near the wall without harm. If another
|
||
creature that can see the wall moves to within 20 feet of it or starts its turn
|
||
there, the creature must succeed on a Constitution saving throw or become
|
||
blinded for 1 minute.
|
||
|
||
The wall consists of seven layers, each with a different
|
||
color. When a creature attempts to reach into or pass through the wall, it does
|
||
so one layer at a time through all the wall's layers. As it passes or reaches
|
||
through each layer, the creature must make a Dexterity saving throw or be
|
||
affected by that layer's properties as described below.
|
||
|
||
The wall can be
|
||
destroyed, also one layer at a time, in order from red to violet, by means
|
||
specific to each layer. Once a layer is destroyed, it remains so for the
|
||
duration of the spell. A rod of cancellation destroys a prismatic wall, but an
|
||
antimagic field has no effect on it.
|
||
|
||
1. Red. The creature takes 10d6 fire
|
||
damage on a failed save, or half as much damage on a successful one. While this
|
||
layer is in place, nonmagical ranged attacks can't pass through the wall. The
|
||
layer can be destroyed by dealing at least 25 cold damage to it.
|
||
|
||
2. Orange. The
|
||
creature takes 10d6 acid damage on a failed save, or half as much damage on a
|
||
successful one. While this layer is in place, magical ranged attacks can't pass
|
||
through the wall. The layer is destroyed by a strong wind.
|
||
|
||
3. Yellow. The
|
||
creature takes 10d6 lightning damage on a failed save, or half as much damage on
|
||
a successful one. This layer can be destroyed by dealing at least 60 force
|
||
damage to it.
|
||
|
||
4. Green. The creature takes 10d6 poison damage on a failed save,
|
||
or half as much damage on a successful one. A passwall spell, or another spell
|
||
of equal or greater level that can open a portal on a solid surface, destroys
|
||
this layer.
|
||
|
||
5. Blue. The creature takes 10d6 cold damage on a failed save, or
|
||
half as much damage on a successful one. This layer can be destroyed by dealing
|
||
at least 25 fire damage to it.
|
||
|
||
6. Indigo. On a failed save, the creature is
|
||
restrained. It must then make a Constitution saving throw at the end of each of
|
||
its turns. If it successfully saves three times, the spell ends. If it fails its
|
||
save three times, it permanently turns to stone and is subjected to the
|
||
petrified condition. The successes and failures don't need to be consecutive;
|
||
keep track of both until the creature collects three of a kind. While this layer
|
||
is in place, spells can't be cast through the wall. The layer is destroyed by
|
||
bright light shed by a daylight spell or a similar spell of equal or higher
|
||
level.
|
||
|
||
7. Violet. On a failed save, the creature is blinded. It must then make
|
||
a Wisdom saving throw at the start of your next turn. A successful save ends the
|
||
blindness. If it fails that save, the creature is transported to another plane
|
||
of the DM's choosing and is no longer blinded. (Typically, a creature that is on
|
||
a plane that isn't its home plane is banished home, while other creatures are
|
||
usually cast into the Astral or Ethereal planes.) This layer is destroyed by a
|
||
dispel magic spell or similar spell of equal or higher level that can end spells
|
||
and magical effects.
|
||
"""
|
||
name = "Prismatic Wall"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "10 minutes"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class ProduceFlame(Spell):
|
||
"""A flickering flame appears in your hand.
|
||
The flame remains there for the
|
||
duration and harms neither you nor your equipment. The flame sheds bright light
|
||
in a 10-foot radius and dim light for an additional 10 feet. The spell ends if
|
||
you dismiss it as an action or if you cast it again.
|
||
|
||
You can also attack with
|
||
the flame, although doing so ends the spell. When you cast this spell, or as an
|
||
action on a later turn, you can hurl the flame at a creature within 30 feet of
|
||
you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
|
||
|
||
At
|
||
Higher Levels: This spell's damage increases by 1d8 when you reach 5th level
|
||
(2d8), 11th level (3d8), and 17th level (4d8).
|
||
"""
|
||
name = "Produce Flame"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "10 minutes"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class ProgrammedIllusion(Spell):
|
||
"""You create an illusion of an object, a creature, or some other visible
|
||
phenomenon within range that activates when a specific condition occurs. The
|
||
illusion is imperceptible until then. It must be no larger than a 30-foot cube,
|
||
and you decide when you cast the spell how the illusion behaves and what sounds
|
||
it makes. This scripted performance can last up to 5 minutes.
|
||
|
||
When the
|
||
condition you specify occurs, the illusion springs into existence and performs
|
||
in the manner you described. Once the illusion finishes performing, it
|
||
disappears and remains dormant for 10 minutes. After this time, the illusion can
|
||
be activated again.
|
||
|
||
The triggering condition can be as general or as detailed
|
||
as you like, though it must be based on visual or audible conditions that occur
|
||
within 30 feet of the area. For example, you could create an illusion of
|
||
yourself to appear and warn off others who attempt to open a trapped door, or
|
||
you could set the illusion to trigger only when a creature says the correct word
|
||
or phrase.
|
||
|
||
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 any noise
|
||
it makes sounds hollow to the creature.
|
||
"""
|
||
name = "Programmed Illusion"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A bit of fleece and jade dust worth at least 25 gp"""
|
||
duration = "Until dispelled"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Wizard')
|
||
|
||
|
||
class ProjectImage(Spell):
|
||
"""You create an illusory copy of yourself that lasts for the duration.
|
||
The copy
|
||
can appear at any location within range that you have seen before, regardless of
|
||
intervening obstacles. The illusion looks and sounds like you but is
|
||
intangible. If the illusion takes any damage, it disappears, and the spell ends.
|
||
|
||
|
||
You can use your action to move this illusion up to twice your speed, and make
|
||
it gesture, speak, and behave in whatever way you choose. It mimics your
|
||
mannerisms perfectly.
|
||
|
||
You can see through its eyes and hear through its ears as
|
||
if you were in its space. On your turn as a bonus action, you can switch from
|
||
using its senses to using your own, or back again. While you are using its
|
||
senses, you are blinded and deafened in regard to your own surroundings.
|
||
|
||
|
||
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 any noise it makes sounds
|
||
hollow to the creature.
|
||
"""
|
||
name = "Project Image"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
casting_range = "500 miles"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A small replica of you made from materials worth at least 5 gp"""
|
||
duration = "Concentration, up to 1 day"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', '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"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Cleric', 'Druid', 'Ranger', 'Sorcerer', 'Wizard')
|
||
|
||
|
||
class ProtectionFromEvilAndGood(Spell):
|
||
"""Until the spell ends, one willing creature you touch is protected against
|
||
certain types of creatures: aberrations, celestials, elementals, fey, fiends,
|
||
and undead.
|
||
|
||
The protection grants several benefits. Creatures of those types
|
||
have disadvantage on attack rolls against the target. The target also can't be
|
||
charmed, frightened, or possessed by them. If the target is already charmed,
|
||
frightened, or possessed by such a creature, the target has advantage on any new
|
||
saving throw against the relevant effect.
|
||
"""
|
||
name = "Protection From Evil And Good"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Holy water or powdered silver and iron, which the spell consumes"""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
|
||
|
||
|
||
class ProtectionFromPoison(Spell):
|
||
"""You touch a creature. If it is poisoned, you neutralize the poison. If more than
|
||
one poison afflicts the target, you neutralize one poison that you know is
|
||
present, or you neutralize one at random.
|
||
|
||
For the duration, the target has
|
||
advantage on saving throws against being poisoned, and it has resistance to
|
||
poison damage.
|
||
"""
|
||
name = "Protection From Poison"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "1 hour"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Cleric', 'Druid', 'Paladin', 'Ranger')
|
||
|
||
|
||
class PsychicScream(Spell):
|
||
"""You unleash the power of your mind to blast the intellect of up to ten creatures
|
||
of your choice that you can see within range. Creatures that have an
|
||
Intelligence score of 2 or lower are unaffected.
|
||
Each target must make an
|
||
Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage
|
||
and is stunned. On a successful save, a target takes half as much damage and
|
||
isn't stunned. If a target is killed by this damage, its head explodes, assuming
|
||
it has one.
|
||
A stunned target can make an Intelligence saving throw at the end
|
||
of each of its turns. On a successful save, the stunning effect ends.
|
||
"""
|
||
name = "Psychic Scream"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ('S',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class PurifyFoodAndDrink(Spell):
|
||
"""All nonmagical food and drink within a 5-foot-radius sphere centered on a point
|
||
of your choice within range is purified and rendered free of poison and disease.
|
||
"""
|
||
name = "Purify Food And Drink"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "10 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = True
|
||
magic_school = "Transmutation"
|
||
classes = ('Cleric', 'Druid', 'Paladin')
|
||
|
||
|
||
class Pyrotechnics(Spell):
|
||
"""Choose an area of nonmagical flame that you can see and that fits within a
|
||
5-foot cube within range. You can extinguish the fire in that area, and you
|
||
create either fireworks or smoke when you do so.
|
||
Fireworks. The target explodes
|
||
with a dazzling display of colors. Each creature within 10 feet of the target
|
||
must succeed on a Constitution saving throw or become blinded until the end of
|
||
your next turn.
|
||
Smoke. Thick black smoke spreads out from the target in a
|
||
20-foot radius, moving around corners. The area of the smoke is heavily
|
||
obscured. The smoke persists for 1 minute or until a strong wind disperses it.
|
||
"""
|
||
name = "Pyrotechnics"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Bard', 'Sorcerer', 'Wizard')
|
||
|
||
|