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dungeon-sheets/dungeonsheets/spells/unsorted_spells.py
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from .spells import Spell
class ControlWater(Spell):
"""Until the spell ends, you control any freestanding water inside an area you
choose that is a cube up to 100 feet on a side. You can choose from any of the
following effects when you cast this spell. As an action on your turn, you can
repeat the same effect or choose a different one.
Flood: You cause the water
level of all standing water in the area to rise by as much as 20 feet. If the
area includes a shore, the flooding water spills over onto dry land. If you
choose an area in a large body of water, you instead create a 20-foot tall wave
that travels from one side of the area to the other and then crashes down. Any
Huge or smaller vehicles in the wave's path are carried with it to the other
side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance
of capsizing. The water level remains elevated until the spell ends or you
choose a different effect. If this effect produced a wave, the wave repeats on
the start of your next turn while the flood effect lasts.
Part Water: You cause
water in the area to move apart and create a trench. The trench extends across
the spell's area, and the separated water forms a wall to either side. The
trench remains until the spell ends or you choose a different effect. The water
then slowly fills in the trench over the course of the next round until the
normal water level is restored.
Redirect Flow: You cause flowing water in the
area to move in a direction you choose, even if the water has to flow over
obstacles, up walls, or in other unlikely directions. The water in the area
moves as you direct it, but once it moves beyond the spell's area, it resumes
its flow based on the terrain conditions. The water continues to move in the
direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25
feet deep. You cause a whirlpool to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at
the top, and 25 feet tall. Any creature or object in the water and within 25
feet of the vortex is pulled 10 feet toward it. A creature can swim away from
the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its
turn there, it must make a Strength saving throw. On a failed save, the creature
takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
On a successful save, the creature takes half damage, and isn't caught in the
vortex. A creature caught in the vortex can use its action to try to swim away
from the vortex as described above, but has disadvantage on the Strength
(Athletics) check to do so. The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round
it remains in the vortex.
"""
name = "Control Water"
level = 4
casting_time = "1 action"
casting_range = "300 feet"
components = ('V', 'S', 'M')
materials = "A drop of water and a pinch of dust"
duration = "Concentration, up to 10 minutes"
magic_school = "Transmutation"
classes = ('Cleric', 'Druid', 'Wizard')
class SleetStorm(Spell):
"""Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder
with a 40-foot radius centered on a point you choose within range. The area is
heavily obscured, and exposed flames in the area are doused.
The ground in the
area is covered with slick ice, making it difficult terrain. When a creature
enters the spell's area for the first time on a turn or starts its turn there,
it must make a Dexterity saving throw. On a failed save, it falls prone.
If a
creature is concentrating in the spell's area, the creature must make a
successful Constitution saving throw against your spell save DC or lose
concentration.
"""
name = "Sleet Storm"
level = 3
casting_time = "1 action"
casting_range = "150 feet"
components = ('V', 'S', 'M')
materials = "A pinch of dust and a few drops of water"
duration = "Concentration, up to 1 minute"
magic_school = "Conjuration"
classes = ('Druid', 'Sorcerer', 'Wizard')
class DestructiveWave(Spell):
"""You strike the ground, creating a burst of divine energy that ripples
outward from you. Each creature you choose within 30 feet of you must
succeed on a Constitution saving throw or take 5d6 thunder damage, as well
as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A
creature that succeeds on its saving throw takes half as much damage and
isnt knocked prone.
"""
name = "Destructive Wave"
level = 5
casting_time = "1 action"
casting_range = "Self (30 foot radius)"
components = ("V",)
magic_school = "Evocation"
classes = ("Paladin",)
class InsectPlague(Spell):
"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
choose within range. The sphere spreads around corners. The sphere remains for
the duration, and its area is lightly obscured. The sphere's area is difficult
terrain.
When the area appears, each creature in it must make a Constitution
saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
much damage on a successful one. A creature must also make this saving throw
when it enters the spell's area for the first time on a turn or ends its turn
there.
At Higher Levels: When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d10 for each slot level above 5th.
"""
name = "Insect Plague"
level = 5
casting_time = "1 action"
casting_range = "300 feet"
components = ('V', 'S', 'M')
materials = "A few grains of sugar, some kernels of grain, and a smear of fat"
duration = "Concentration, Up to 10 minutes"
magic_school = "Conjuration"
classes = ('Cleric', 'Druid', 'Sorcerer')
class FindFamiliar(Spell):
"""You gain the service of a familiar, a spirit that takes an animal form you
choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous
snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
unoccupied space within range, the familiar has the statistics of the chosen
form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In
combat, it rolls its own initiative and acts on its own turn. A familiar can't
attack, but it can take other actions as normal.
When the familiar drops to 0
hit points, it disappears, leaving behind no physical form. It reappears after
you cast this spell again.
While your familiar is within 100 feet of you, you
can communicate with it telepathically. Additionally, as an action, you can see
through your familiar's eyes and hear what it hears until the start of your next
turn, gaining the benefits of any special senses that the familiar has. During
this time, you are deaf and blind with regard to your own senses.
As an action,
you can temporarily dismiss your familiar. It disappears into a pocket
dimension where it awaits your summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can't have more
than one familiar at a time. If you cast this spell while you already have a
familiar, you instead cause it to adopt a new form. Choose one of the forms from
the above list. Your familiar transforms into the chosen creature.
Finally,
when you cast a spell with a range of touch, your familiar can deliver the spell
as if it had cast the spell. Your familiar must be within 100 feet of you, and
it must use its reaction to deliver the spell when you cast it. If the spell
requires an attack roll, you use your attack modifier for the roll.
"""
name = "Find Familiar"
level = 1
casting_time = "1 hour"
casting_range = "10 feet"
components = ('V', 'S', 'M')
materials = ("10 gp worth of charcoal, incense, and herbs that must be"
"consumed by fire in a brass brazier")
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ('Wizard',)
class ProtectionFromEvilAndGood(Spell):
"""Until the spell ends, one willing creature you touch is protected against
certain types of creatures - aberrations, celestials, elementals, fey, fiends,
and undead.
The protection grants several benefits. Creatures of those types
have disadvantage on attack rolls against the target. The target also can't be
charmed, frightened, or possessed by them. If the target is already charmed,
frightened, or possessed by such a creature, the target has advantage on any new
saving throw against the relevant effect.
"""
name = "Protection From Evil And Good"
level = 1
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = "Holy water or powdered silver and iron, which the spell consumes"
duration = "Concentration, Up to 10 minutes"
magic_school = "Abjuration"
classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
class ZoneOfTruth(Spell):
"""You create a magical zone that guards against deception in a 15-foot-radius
sphere centered on a point of your choice within range. Until the spell ends, a
creature that enters the spell's area for the first time on a turn or starts its
turn there must make a Charisma saving throw. On a failed save, a creature
can't speak a deliberate lie while in the radius. You know whether each creature
succeeds or fails on its saving throw.
An affected creature is aware of the
spell and can thus avoid answering questions to which it would normally respond
with a lie. Such creatures can be evasive in its answers as long as it remains
within the boundaries of the truth.
"""
name = "Zone Of Truth"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = ""
duration = "10 minutes"
magic_school = "Enchantment"
classes = ('Bard', 'Cleric', 'Paladin')
class EnsnaringStrike(Spell):
"""The next time you hit a creature with a weapon attack before this spell
ends, a writhing mass of thorny vines appears at the point of impact, and
the target must succeed on a Strength saving throw or be restrained by the
magical vines until the spell ends. A Large or larger creature has
advantage on this saving throw. If the target succeeds on the save, the
vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the
start of each of its turns. A creature restrained by the vines or one that
can touch the creature can use its action to make a Strength check against
your spell save DC. On a success, the target is freed.
At Higher Level:
If you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level above 1st.
"""
name = "Ensnaring Strike"
level = 1
casting_time = '1 bonus action'
casting_range = 'Self'
components = ('V')
duration = 'Concentration, up to 1 minute'
magic_school = 'Conjuration'
classes = ("Ranger",)
class Moonbeam(Spell):
"""A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high
cylinder centered on a point within range. Until the spell ends, dim light fills
the cylinder.
When a creature enters the spell's area for the first time on a
turn or starts its turn there, it is engulfed in ghostly flames that cause
searing pain, and it must make a Constitution saving throw. It takes 2d10
radiant damage on a failed save, or half as much damage on a successful one.
A
shapechanger makes its saving throw with disadvantage. If it fails, it also
instantly reverts to its original form and can't assume a different form until
it leaves the spell's light.
On each of your turns after you cast this spell,
you can use an action to move the beam 60 feet in any direction.
At Higher
Levels: When you cast this spell using a spell slot of 3rd level or higher, the
damage increases by 1d10 for each slot level above 2nd.
"""
name = "Moonbeam"
level = 2
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = "Several seeds of any moonseed plant and a piece of opalescent feldspar"
duration = "Concentration, Up to 1 minute"
magic_school = "Evocation"
classes = ('Druid',)
class PlantGrowth(Spell):
"""This spell channels vitality into plants within a specific area. There are two
possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal
plants in a 100-foot radius centered on that point become thick and overgrown. A
creature moving through the area must spend 4 feet of movement for every 1 foot
it moves.
You can exclude one or more areas of any size within the spell's
area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a point within range become
enriched for 1 year. The plants yield twice the normal amount of food when
harvested.
"""
name = "Plant Growth"
level = 3
casting_time = "1 action or 8 hours"
casting_range = "150 feet"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Transmutation"
classes = ('Bard', 'Druid', 'Ranger')
class IceStorm(Spell):
"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
cylinder centered on a point within range. Each creature in the cylinder must
make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end
of your next turn.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
slot level above 4th.
"""
name = "Ice Storm"
level = 4
casting_time = "1 action"
casting_range = "300 feet"
components = ('V', 'S', 'M')
materials = "A pinch of dust and a few drops of water"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Druid', 'Sorcerer', 'Wizard')
class CommuneWithNature(Spell):
"""You briefly become one with nature and gain knowledge of the surrounding
territory. In the outdoors, the spell gives you knowledge of the land within 3
miles of you. In caves and other natural underground settings, the radius is
limited to 300 feet. The spell doesn't function where nature has been replaced
by construction, such as in dungeons and towns.
You instantly gain knowledge of
up to three facts of your choice about any of the following subjects as they
relate to the area - terrain and bodies of water; prevalent plants, minerals,
animals, or peoples; powerful celestials, fey, fiends, elementals, or undead;
influence from other planes of existence; buildings.
For example, you could
determine the location of powerful undead in the area, the location of major
sources of safe drinking water, and the location of any nearby towns.
"""
name = "Commune With Nature"
level = 5
casting_time = "1 minute"
casting_range = "Self"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Divination"
classes = ('Druid', 'Ranger')
class TreeStride(Spell):
"""You gain the ability to enter a tree and move from inside it to inside another
tree of the same kind within 500 feet. Both trees must be living and at least
the same size as you. You must use 5 feet of movement to enter a tree. You
instantly know the location of all other trees of the same kind within 500 feet
and, as part of the move used to enter the tree, can either pass into one of
those trees or step out of the tree you're in. You appear in a spot of your
choice within 5 feet of the destination tree, using another 5 feet of movement.
If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You
must end each turn outside a tree.
"""
name = "Tree Stride"
level = 5
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Conjuration"
classes = ('Druid', 'Ranger')
class HoldMonster(Spell):
"""Choose a creature that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. This spell has no effect
on undead. At the end of each of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the target.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, you can
target on additional creature for each slot level above 5th. The creatures must
be within 30 feet of each other when you target them.
"""
name = "Hold Monster"
level = 5
casting_time = "1 action"
casting_range = "90 feet"
components = ('V', 'S', 'M')
materials = "A small, straight piece of iron"
duration = "Concentration, Up to 1 minute"
magic_school = "Enchantment"
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
class Scrying(Spell):
"""You can see and hear a particular creature you choose that is on the same plane
of existence as you. The target must make a Wisdom saving throw, which is
modified by how well you know the target and the sort of physical connection you
have to it. If a target knows you're casting this spell, it can fail the saving
throw voluntarily if it wants to be observed.
Knowledge - Save Modifier
Secondhand (you have heard of the target) - +5
Firsthand (you have met the
target) +0
Familiar (you know the target well) - -5
Connection - Save Modifier
Likeness or picture - -2
Possession or garment - -4
Body part, lock of hair,
bit of nail, or the like - -10
On a successful save, the target isn't affected, and you can't use this
spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of
the target. You can see and hear through the sensor as if you were
there. The sensor moves with the target, remaining within 10 feet of it for
the duration. A creature that can see invisible objects sees the sensor as
a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you
have seen before as the target of this spell. When you do, the sensor appears at
that location and doesn't move.
"""
name = "Scrying"
level = 5
casting_time = "10 minutes"
casting_range = "Self"
components = ('V', 'S', 'M')
materials = ("A focus worth at least 1,000 gp, such as a crystal ball, "
"a silver mirror, or a font filled with holy water")
duration = "Concentration, Up to 10 minutes"
magic_school = "Divination"
classes = ('Bard', 'Cleric', 'Druid', 'Warlock', 'Wizard')
class CompelledDuel(Spell):
"""You attempt to compel a creature into a duel. One creature that you can
see within range must make a Wisdom saving throw. On a failed save, the
creature is drawn to you, compelled by your divine demand. For the
duration, it has disadvantage on attack rolls against creatures other than
you, and must make a Wisdom saving throw each time it attempts to move to a
space that is more than 30 feet away from you; if it succeeds on this
saving throw, this spell doesnt restrict the targets movement for that
turn.
The spell ends if you attack any other creature, if you cast a spell that
targets a hostile creature other than the target, if a creature friendly to
you damages the target or casts a harmful spell on it, or if you end your
turn more than 30 feet away from the target.
"""
name = "Compelled Duel"
level = 1
casting_time = "1 bonus action"
casting_range = "30 feet"
components = ("V",)
duration = "Concentration, up to 10 minutes"
magic_school = "Enchantment"
classes = ('Paladin',)
class CircleOfPower(Spell):
"""Divine energy radiates from you, distorting and diffusing magical energy
within 30 feet of you. Until the spell ends, the sphere moves with you,
centered on you. For the duration, each friendly creature in the area
(including you) has advantage on saving throws against spells and other
magical effects.
Additionally, when an affected creature succeeds on a saving throw made
against a spell or magical effect that allows it to make a saving throw to
take only half damage, it instead takes no damage if it succeeds on the
saving throws. """
name = "Circle of Power"
level = 5
casting_time = '1 action'
casting_range = 'Self (30 foot radius)'
components = ('V',)
duration = "Concentration, up to 10 minutes"
magic_school = "Abjuration"
classes = ('Paladin',)
class Geas(Spell):
"""You place a magical command on a creature that you can see within range, forcing
it to carry out some service or refrain from some action or course of activity
as you decide. If the creature can understand you, it must succeed on a Wisdom
saving throw or become charmed by you for the duration. While the creature is
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
directly counter to your instructions, but no more than once each day. A
creature that can't understand you is unaffected by the spell.
You can issue
any command you choose, short of an activity that would result in certain death.
Should you issue a suicidal command, the spell ends.
You can end the spell
early by using an action to dismiss it. A remove curse, greater restoration, or
wish spell also ends it.
At Higher Levels: When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell
using a spell slot of 9th level, the spell lasts until it is ended by one of
the spells mentioned above.
"""
name = "Geas"
level = 5
casting_time = "1 minute"
casting_range = "60 feet"
components = ('V',)
materials = ""
duration = "30 days"
magic_school = "Enchantment"
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Wizard')
class BestowCurse(Spell):
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
become cursed for the duration of the spell. When you cast this spell, choose
the nature of the curse from the following options.
• Choose one ability score.
While cursed, the target has disadvantage on ability checks and saving throws
made with that ability score.
• While cursed, the target has disadvantage on
attack rolls against you.
• While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it wastes its action that
turn doing nothing.
• While the target is cursed, your attacks and spells deal
an extra 1d8 necrotic damage to the target.
A remove curse spell ends this
effect. At the DM's option, you may choose an alternative curse effect, but it
should be no more powerful than those described above. The DM has final say on
such a curse's effect.
At Higher Levels: If you cast this spell using a spell
slot of 4th level or higher, the duration is concentration, up to 10 minutes. If
you use a spell slot of 5th level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
of 5th level or higher grants a duration that doesn't require concentration.
"""
name = "Bestow Curse"
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Necromancy"
classes = ('Bard', 'Cleric', 'Wizard')
class Fear(Spell):
"""You project a phantasmal image of a creature's worst fears. Each creature in a
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
holding and become frightened for the duration.
While frightened by this spell,
a creature must take the Dash action and move away from you by the safest
available route on each of its turns, unless there is nowhere to move. If the
creature ends its turn in a location where it doesn't have line of sight to you,
the creature can make a Wisdom saving throw. On a successful save, the spell
ends for that creature.
"""
name = "Fear"
level = 3
casting_time = "1 action"
casting_range = "Self (30-foot radius)"
components = ('V', 'S', 'M')
materials = "A white feather or the heart of a hen"
duration = "Concentration, Up to 1 minute"
magic_school = "Illusion"
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
class DominateBeast(Spell):
"""You attempt to beguile a beast that you can see within range. It must succeed on
a Wisdom saving throw or be charmed by you for the duration. If you or
creatures that are friendly to you are fighting it, it has advantage on the
saving throw.
While the beast is charmed, you have a telepathic link with it as
long as the two of you are on the same plane of existence. You can use this
telepathic link to issue commands to the creature while you are conscious (no
action required), which it does its best to obey. You can specify a simple and
general course of action, such as Attack that creature, Run over there, or Fetch
that object. If the creature completes the order and doesn't receive further
direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until
the end of your next turn, the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do. During this time, you can
also cause the creature to use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new Wisdom
saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell slot, the
duration is concentration, up to 10 minutes. When you use a 6th-level spell
slot, the duration is concentration, up to 1 hour. When you use a spell slot of
7th level or higher, the duration is concentration, up to 8 hours.
"""
name = "Dominate Beast"
level = 4
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Enchantment"
classes = ('Druid', 'Sorcerer')
class Cloudkill(Spell):
"""You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a
point you choose within range. The fog spreads around corners. It lasts for the
duration or until strong wind disperses the fog, ending the spell. Its area is
heavily obscured.
When a creature enters the spell's area for the first time on
a turn or starts its turn there, that creature must make a Constitution saving
throw. The creature takes 5d8 poison damage on a failed save, or half as much
damage on a successful one. Creatures are affected even if they hold their
breath or don't need to breathe.
The fog moves 10 feet away from you at the
start of each of your turns, rolling along the surface of the ground. The
vapors, being heavier than air, sink to the lowest level of the land, even
pouring down openings.
At Higher Levels: When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for each slot level
above 5th.
"""
name = "Cloudkill"
level = 5
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 10 minutes"
magic_school = "Conjuration"
classes = ('Sorcerer', 'Wizard')
class CalmEmotions(Spell):
"""You attempt to suppress strong emotions in a group of people. Each humanoid in a
20-foot-radius sphere centered on a point you choose within range must make a
Charisma saving throw a creature can choose to fail this saving throw if it
wishes. If a creature fails its saving throw, choose one of the following two
effects.
You can suppress any effect causing a target to be charmed or
frightened. When this spell ends, any suppressed effect resumes, provided that
its duration has not expired in the meantime.
Alternatively, you can make a
target indifferent about creatures of your choice that it is hostile toward.
This indifference ends if the target is attacked or harmed by a spell or if it
witnesses any of its friends being harmed. When the spell ends, the creature
becomes hostile again, unless the DM rules otherwise.
"""
name = "Calm Emotions"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Enchantment"
classes = ('Bard', 'Cleric')
class HypnoticPattern(Spell):
"""You create a twisting pattern of colors that weaves through the air inside a
30-foot cube within range. The pattern appears for a moment and vanishes. Each
creature in the area who sees the pattern must make a Wisdom saving throw. On a
failed save, the creature becomes charmed for the duration. While charmed by
this spell, the creature is incapacitated and has a speed of 0.
The spell ends
for an affected creature if it takes any damage or if someone else uses an
action to shake the creature out of its stupor.
"""
name = "Hypnotic Pattern"
level = 3
casting_time = "1 action"
casting_range = "120 feet"
components = ('S', 'M')
materials = "A glowing stick of incense or a crystal vial filled with phosphorescent material"
duration = "Concentration, Up to 1 minute"
magic_school = "Illusion"
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
class OtilukesResilientSphere(Spell):
"""A sphere of shimmering force encloses a creature or object of Large size or
smaller within range. An unwilling creature must make a Dexterity saving
throw. On a failed save, the creature is enclosed for the duration.
Nothing---not physical objects, energy, or other spell effects---can pass
through the barrier, in or out, though a creature in the sphere can breathe
there. The sphere is immune to all damage, and a creature or object inside
cant be damaged by attacks or effects originating from outside, nor can a
creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or
object inside. An enclosed creature can use its action to push against the
spheres walls and thus roll the sphere at up to half the creatures
speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming
anything inside it. """
name = "Otiluke's Resilient Sphere"
level = 4
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = ("a hemispherical piece of clear crystal and a matching "
"hemispherical piece of gum arabic")
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ('Wizard',)
class WallOfForce(Spell):
"""An invisible wall of force springs into existence at a point you choose within
range. The wall appears in any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating or resting on a solid
surface. You can form it into a hemispherical dome or a sphere with a radius of
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
panels. Each panel must be contiguous with another panel. In any form, the wall
is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
creature's space when it appears, the creature is pushed to one side of the wall
(your choice which side).
Nothing can physically pass through the wall. It is
immune to all damage and can't be dispelled by dispel magic. A disintegrate
spell destroys the wall instantly, however. The wall also extends into the
Ethereal Plane, blocking ethereal travel through the wall.
"""
name = "Wall Of Force"
level = 5
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = "A pinch of powder made by crushing a clear gemstone"
duration = "Concentration, Up to 10 minutes"
magic_school = "Evocation"
classes = ('Wizard',)
class Nondetection(Spell):
"""For the duration, you hide a target that you touch from divination magic. The
target can be a willing creature or a place or an object no larger than 10 feet
in any dimension. The target can't be targeted by any divination magic or
perceived through magical scrying sensors.
"""
name = "Nondetection"
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = ("A pinch of diamond dust worth 25 gp sprinkled over the "
"target, which the spell consumes")
duration = "8 hours"
magic_school = "Abjuration"
classes = ('Bard', 'Ranger', 'Wizard')
class Confusion(Spell):
"""This spell assaults and twists creatures' minds, spawning delusions and
provoking uncontrolled actions. Each creature in a 10-foot-radius sphere
centered on a point you choose within range must succeed on a Wisdom saving
throw when you cast this spell or be affected by it.
An affected target can't
take reactions and must roll a d10 at the start of each of its turns to
determine its behavior for that turn.
1: The creature uses all its movement to
move in a random direction. To determine the direction, roll a d8 and assign a
direction to each die face. The creature doesn't take an action this turn.
2-6:
The creature doesn't move or take actions this turn.
7-8: The creature uses
its action to make a melee attack against a randomly determined creature within
its reach. If there is no creature within its reach, the creature does nothing
this turn.
9-10: The creature can act and move normally.
At the end of its
turns, an affected target can make a Wisdom saving throw. If it succeeds, this
effect ends for that target.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the radius of the sphere increases by 5 feet
for each slot above 4th.
"""
name = "Confusion"
level = 4
casting_time = "1 action"
casting_range = "90 feet"
components = ('V', 'S', 'M')
materials = "Three nut shells"
duration = "Concentration, Up to 1 minute"
magic_school = "Enchantment"
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
class LegendLore(Spell):
"""Name or describe a person, place, or object. The spell brings to your mind a
brief summary of the significant lore about the thing you named. The lore might
consist of current tales, forgotten stories, or even secret lore that has never
been widely known. If the thing you named isn't of legendary importance, you
gain no information.
The more information you already have about the thing, the
more precise and detailed the information you receive is. The information you
learn is accurate but might be couched in figurative language. For example, if
you have a mysterious magic axe on hand, the spell might yield this information
- Woe to the evildoer whose hand touches the axe, for even the haft slices the
hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin,
may awaken the true powers of the axe, and only with the sacred word Rudnogg on
the lips.
"""
name = "Legend Lore"
level = 5
casting_time = "10 minutes"
casting_range = "Self"
components = ('V', 'S', 'M')
materials = ("Incense worth at least 250 gp, which the spell consumes, and"
"four ivory strips worth at least 50 gp each")
duration = "Instantaneous"
magic_school = "Divination"
classes = ('Bard', 'Cleric', 'Wizard')
class FaerieFire(Spell):
"""Each object in a 20-foot cube within range is outlined in blue, green, or violet
light (your choice). Any creature in the area when the spell is cast is also
outlined in light if it fails a Dexterity saving throw. For the duration,
objects and affected creatures shed dim light in a 10-foot radius.
Any attack
roll against an affected creature or object has advantage if the attacker can
see it, and the affected creature or object can't benefit from being invisible.
"""
name = "Faerie Fire"
level = 1
casting_time = "1 action"
casting_range = "60 feet"
components = ('V',)
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Evocation"
classes = ('Bard', 'Druid')
class ScorchingRay(Spell):
"""You create three rays of fire and hurl them at targets within range. You can
hurl them at one target or several.
Make a ranged spell attack for each ray. On
a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this
spell using a spell slot of 3rd level or higher, you create one additional ray
for each slot level above 2nd.
"""
name = "Scorching Ray"
level = 2
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Sorcerer', 'Wizard')
class Daylight(Spell):
"""A 60-foot-radius sphere of light spreads out from a point you choose within
range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn
or carried, the light shines from the object with and moves with it. Completely
covering the affected object with an opaque object, such as a bowl or a helm,
blocks the light.
If any of this spell's area overlaps with an area of darkness
created by a spell of or lower, the spell that created the darkness is
dispelled.
"""
name = "Daylight"
level = 3
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = ""
duration = "1 hour"
magic_school = "Evocation"
classes = ('Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorcerer')
class SpikeGrowth(Spell):
"""The ground in a 20-foot radius centered on a point within range twists and
sprouts hard spikes and thorns. The area becomes difficult terrain for the
duration. When a creature moves into or within the area, it takes 2d4 piercing
damage for every 5 feet it travels.
The transformation of the ground is
camouflaged to look natural. Any creature that can't see the area at the time
the spell is cast must make a Wisdom (Perception) check against your spell save
DC to recognize the terrain as hazardous before entering it.
"""
name = "Spike Growth"
level = 2
casting_time = "1 action"
casting_range = "150 feet"
components = ('V', 'S', 'M')
materials = "Seven sharp thorns or seven small twigs, each sharpened to a point"
duration = "Concentration, Up to 10 minutes"
magic_school = "Transmutation"
classes = ('Druid', 'Ranger')
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"
magic_school = "Evocation"
classes = ('Druid', 'Ranger')
class GraspingVine(Spell):
"""You conjure a vine that sprouts from the ground in an unoccupied space of
your choice that you can see within range. When you cast this spell, you
can direct the vine to lash out at a creature within 30 feet of it that you
can see. That creature must succeed on a Dexterity saving throw or be
pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same
creature or another one as a bonus action on each of your turns.
"""
name = "Grasping Vine"
level = 4
casting_time = '1 bonus action'
casting_range = '30 feet'
components = ('V', 'S')
duration = 'Concentration, up to 1 minute'
magic_school = "Conjuration"
classes = ("Druid", 'Ranger')
class MirrorImage(Spell):
"""Three illusory duplicates of yourself appear in your space. Until the spell
ends, the duplicates move with you and mimic your actions, shifting position so
it's impossible to track which image is real. You can use your action to dismiss
the illusory duplicates.
Each time a creature targets you with an attack
during the spell's duration, roll a d20 to determine whether the attack instead
targets one of your duplicates.
If you have three duplicates, you must roll a 6
or higher to change the attack's target to a duplicate. With two duplicates,
you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a
duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an
attack that hits it. It ignores all other damage and effects. The spell ends
when all three duplicates are destroyed.
A creature is unaffected by this spell
if it can't see, if it relies on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with truesight.
"""
name = "Mirror Image"
level = 2
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S')
materials = ""
duration = "1 minute"
magic_school = "Illusion"
classes = ('Sorcerer', 'Warlock', 'Wizard')
class PassWithoutTrace(Spell):
"""A veil of shadows and silence radiates from you, masking you and your companions
from detection. For the duration, each creature you choose within 30 feet of
you (including you) has a +10 bonus to Dexterity (Stealth) checks and cant be
tracked except by magical means. A creature that receives this bonus leaves
behind no tracks or other traces of its passage.
"""
name = "Pass Without Trace"
level = 2
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S', 'M')
materials = "Ashes from a burned leaf of mistletoe and a sprig of spruce"
duration = "Concentration, Up to 1 hour"
magic_school = "Abjuration"
classes = ('Druid', 'Ranger')
class Polymorph(Spell):
"""This spell transforms a creature with at least 1 hit point that you can see
within range into a new form. An unwilling creature must make a Wisdom saving
throw to avoid the effect. A shapechanger automatically succeeds on this saving
throw.
The transformation lasts for the duration, or until the target drops to
0 hit points or dies. The new form can be any beast whose challenge rating is
equal to or less than the target's (or the target's level, if it doesn't have a
challenge rating). The target's game statistics, including mental ability
scores, are replaced by the statistics of the chosen beast. It retains its
alignment and personality.
The target assumes the hit points of its new form.
When it reverts to its normal form, the creature returns to the number of hit
points it had before it transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its normal form. As long as the
excess damage doesn't reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious.
The creature is limited in the actions it can
perform by the nature of its new form, and it can't speak, cast spells, or take
any other action that requires hands or speech.
The target's gear melds into
the new form. The creature can't activate, use, wield, or otherwise benefit from
any of its equipment.
"""
name = "Polymorph"
level = 4
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S', 'M')
materials = "A caterpillar cocoon"
duration = "Concentration, Concentration, Up to 1 hour"
magic_school = "Transmutation"
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
class ModifyMemory(Spell):
"""You attempt to reshape another creature's memories. One creature that you can
see must make a Wisdom saving throw. If you are fighting the creature, it has
advantage on the saving throw. On a failed save, the target becomes charmed by
you for the duration. The charmed target is incapacitated and unaware of its
surroundings, though it can still hear you. If it takes any damage or is
targeted by another spell, this spell ends, and none of the target's memories
are modified.
While this charm lasts, you can affect the target's memory of an
event that it experienced within the last 24 hours and that lasted no more than
10 minutes. You can permanently eliminate all memory of the event, allow the
target to recall the event with perfect clarity and exacting detail, change its
memory of the details of the event, or create a memory of some other event.
You
must speak to the target to describe how its memories are affected, and it must
be able to understand your language for the modified memories to take root. Its
mind fills in any gaps in the details of your description. If the spell ends
before you have finished describing the modified memories, the creature's memory
isn't altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves,
particularly if the memory contradicts the creature's natural inclinations,
alignment, or beliefs. An illogical modified memory, such as implanting a memory
of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps
as a bad dream. The DM might deem a modified memory too nonsensical to affect a
creature in a significant manner.
A remove curse or greater restoration spell
cast on the target restores the creature's true memory.
At Higher Levels: If
you cast this spell using a spell slot of 6th level or higher, you can alter the
target's memories of an event that took place up to 7 days ago (6th level), 30
days ago (7th level), 1 year ago (8th level), or any time in the creature's past
(9th level).
"""
name = "Modify Memory"
level = 5
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Enchantment"
classes = ('Bard', 'Wizard')
class DivineFavor(Spell):
"""Your prayer empowers you with divine radiance. Until the spell ends, your weapon
attacks deal and extra 1d4 radiant damage on a hit.
"""
name = "Divine Favor"
level = 1
casting_time = "1 bonus action"
casting_range = "Self"
components = ('V', 'S')
materials = ""
duration = "Concentration, Up to 1 minute"
magic_school = "Evocation"
classes = ('Paladin',)
class SpiritualWeapon(Spell):
"""You create a floating, spectral weapon within range that lasts for the duration
or until you cast this spell again. When you cast the spell, you can make a
melee spell attack against a creature within 5 feet of the weapon. On a hit, the
target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat
the attack against a creature within 5 feet of it.
The weapon can take
whatever form you choose. Clerics of deities who are associated with a
particular weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell's effect resemble that weapon.
At Higher Levels: When
you cast this spell using a spell slot 3rd level of or higher, the damage
increases by 1d8 for every two slot levels above the 2nd.
"""
name = "Spiritual Weapon"
level = 2
casting_time = "1 bonus action"
casting_range = "60 feet"
components = ('V', 'S')
materials = ""
duration = "1 minute"
magic_school = "Evocation"
classes = ('Cleric',)
class CrusadersMantle(Spell):
"""Holy power radiates from you in an aura with a 30-foot radius, awakening
boldness in friendly creatures. Until the spell ends, the aura moves with
you, centered on you. While in the aura, each nonhostile creature in the
aura (including you) deals an extra 1d4 radiant damage when it hits with a
weapon attack.
"""
name = "Crusader's Mantle"
level = 3
casting_time = "1 action"
casting_range = "Self"
components = ("V",)
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ("Paladin",)
class NystulsMagicAura(Spell):
"""You place an illusion on a creature or an object you touch so that
divination spells reveal false information about it. The target can be a
willing creature or an object that isnt being carried or worn by another
creature.
When you cast the spell, choose one or both of the following effects. The
effect lasts for the duration. If you cast this spell on the same creature
or object every day for 30 days, placing the same effect on it each time,
the illusion lasts until it is dispelled.
**False Aura**: You change the way the target appears to spells and magical
effects, such as detect magic, that detect magical auras. You can make a
nonmagical object appear magical, a magical object appear nonmagical, or
change the objects magical aura so that it appears to belong to a specific
school of magic that you choose. When you use this effect on an object, you
can make the false magic apparent to any creature that handles the item.
**Mask**: You change the way the target appears to spells and magical
effects that detect creature types, such as a paladins Divine Sense or the
trigger of a sym bol spell. You choose a creature type and other spells and
magical effects treat the target as if it were a creature of that type or
of that alignment.
"""
name = "Nystul's Magic Aura"
level = 2
casting_time = "1 action"
casting_range = "touch"
components = ("V", "S", "M")
materials = "a small square of silk"
duration = "24 hours"
magic_school = "Illusion"
classes = ("Wizard",)
class MagicCircle(Spell):
"""You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on
a point on the ground that you can see within range. Glowing runes appear
wherever the cylinder intersects with the floor or other surface.
Choose one or
more of the following types of creatures - celestials, elementals, fey, fiends,
or undead. The circle affects a creature of the chosen type in the following
ways.
• The creature can't willingly enter the cylinder by nonmagical means. If
the creature tries to use teleportation or interplanar travel to do so, it must
first succeed on a Charisma saving throw.
• The creature has disadvantage on
attack rolls against targets within the cylinder.
• Targets within the cylinder
can't be charmed, frightened, or possessed by the creature.
When you cast this
spell, you can elect to cause its magic to operate in the reverse direction,
preventing a creature of the specified type from leaving the cylinder and
protecting targets outside it.
At Higher Levels: When you cast this spell using
a spell slot of 4th level or higher, the duration increases by 1 hour for each
slot level above 3rd.
"""
name = "Magic Circle"
level = 3
casting_time = "1 minute"
casting_range = "10 feet"
components = ('V', 'S', 'M')
materials = ("Holy water or powdered silver and iron worth at least 100 "
"gp, which the spell consumes")
duration = "1 hour"
magic_school = "Abjuration"
classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
class LeomundsSecretChest(Spell):
"""You hide a chest, and all its contents, on the Ethereal Plane. You must
touch the chest and the miniature replica that serves as a material
component for the spell. The chest can contain up to 12 cubic feet of
nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and
touch the replica to recall the chest. It appears in an unoccupied space on
the ground within 5 feet of you. You can send the chest back to the
Ethereal Plane by using an action and touching both the chest and the
replica.
After 60 days, there is a cumulative 5 percent chance per day that the
spells effect ends. This effect ends if you cast this spell again, if the
smaller replica chest is destroyed, or if you choose to end the spell as an
action. If the spell ends and the larger chest is on the Ethereal Plane, it
is irretrievably lost.
"""
name = "Leomund's Secret Chest"
level = 4
casting_time = '1 action'
casting_range = 'Touch'
components = ("V", "S", "M")
materials = ("an exquisite chest, 3 feet by 2 feet by 2 feet, constructed "
"from rare materials worth at least 5,000 gp, and a Tiny "
"replica made from the same materials worth at least 50 gp")
duration = "instantaneous"
magic_school = "Conjuration"
classes = ("Wizard",)
class PlanarBinding(Spell):
"""With this spell, you attempt to bind a celestial, an elemental, a fey, or a
fiend to your service. The creature must be within range for the entire casting
of the spell. (Typically, the creature is first summoned into the center of an
inverted magic circle in order to keep it trapped while this spell is cast.) At
the completion of the casting, the target must make a Charisma saving throw. On
a failed save, it is bound to serve you for the duration. If the creature was
summoned or created by another spell, that spell's duration is extended to match
the duration of this spell.
A bound creature must follow your instructions to
the best of its ability. You might command the creature to accompany you on an
adventure, to guard a location, or to deliver a message. The creature obeys the
letter of your instructions, but if the creature is hostile to you, it strives
to twist your words to achieve its own objectives. If the creature carries out
your instructions completely before the spell ends, it travels to you to report
this fact if you are on the same plane of existence. If you are on a different
plane of existence, it returns to the place where you bound it and remains there
until the spell ends.
At Higher Levels: When you cast this spell using a spell
slot of a higher level, the duration increases to 10 days with a 6th-level
slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and
to a year and a day with a 9th-level spell slot.
"""
name = "Planar Binding"
level = 5
casting_time = "1 hour"
casting_range = "60 feet"
components = ('V', 'S', 'M')
materials = "A jewel worth at least 1,000 gp, which the spell consumes"
duration = "24 hours"
magic_school = "Abjuration"
classes = ('Bard', 'Cleric', 'Druid', 'Wizard')
class TeleportationCircle(Spell):
"""As you cast the spell, you draw a 10-foot-diameter circle on the ground
inscribed with sigils that link your location to a permanent teleportation
circle of your choice whose sigil sequence you know and that is on the same
plane of existence as you. A shimmering portal opens within the circle you drew
and remains open until the end of your next turn. Any creature that enters the
portal instantly appears within 5 feet of the destination circle or in the
nearest unoccupied space if that space is occupied.
Many major temples, guilds,
and other important places have permanent teleportation circles inscribed
somewhere within their confines. Each such circle includes a unique sigil
sequence - a string of magical runes arranged in a particular pattern. When you
first gain the ability to cast this spell, you learn the sigil sequences for two
destinations on the Material Plane, determined by the DM. You can learn
additional sigil sequences during your adventures. You can commit a new sigil
sequence to memory after studying it for 1 minute.
You can create a permanent
teleportation circle by casting this spell in the same location every day for
one year. You need not use the circle to teleport when you cast the spell in
this way.
"""
name = "Teleportation Circle"
level = 5
casting_time = "1 minute"
casting_range = "10 ft"
components = ('V', 'M')
materials = ("Rare chalks and inks infused with precious gems with 50 gp, "
"which the spell consumes")
duration = "1 round"
magic_school = "Conjuration"
classes = ('Bard', ' Sorcerer', ' Wizard')
class SearingSmite(Spell):
"""The next time you hit a creature with a melee weapon attack during the spells
duration, your weapon flares with white-hot intensitity, and the attack deals an
extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a
Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a
successful save, the spells ends. If the target or a creature within 5 feet of
it uses an action to put out the flames, or if some other effect douses the
flames (such as the target being submerged in water), the spell ends.
At Higher
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
initial extra damage dealt by the attack increases by 1d6 for each slot
"""
name = "Searing Smite"
level = 1
casting_time = "1 bonus action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ('Paladin',)
class HeatMetal(Spell):
"""Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
medium metal armor, that you can see within range. You cause the object to glow
red-hot. Any creature in physical contact with the object takes 2d8 fire damage
when you cast the spell. Until the spell ends, you can use a bonus action on
each of your subsequent turns to cause this damage again.
If a creature is
holding or wearing the object and takes the damage from it, the creature must
succeed on a Constitution saving throw or drop the object if it can. If it
doesnt drop the object, it has disadvantage on attack rolls and ability checks
until the start of your next turn.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.
"""
name = "Heat Metal"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 's', 'm')
materials = """A piece of iron and a flame"""
duration = "Concentration, up to 1 minute"
magic_school = "Transmutation"
classes = ('Bard', 'Druid')
class Fabricate(Spell):
"""You convert raw materials into products of the same material.
For example, you
can fabricate a wooden bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool.
Choose raw materials that you can see
within range. You can fabricate a Large or smaller object (contained within a
10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of
raw material. If you are working with metal, stone, or another mineral
substance, however, the fabricated object can be no larger than Medium
(contained within a single 5-foot cube). The quality of objects made by the
spell is commensurate with the quality of the raw materials.
Creatures or
magic items cant be created or transmuted by this spell. You also cant use it
to create items that ordinarily require a high degree of craftsmanship, such as
jewelry, weapons, glass, or armor, unless you have proficiency with the type of
artisans tools used to craft such objects.
"""
name = "Fabricate"
level = 4
casting_time = "10 minutes"
casting_range = "120 feet"
components = ('V', 's')
materials = """"""
duration = "Instantaneous"
magic_school = "Transmutation"
classes = ('Wizard',)
class Creation(Spell):
"""You pull wisps of shadow material from the Shadowfell to create a nonliving
object of vegetable matter within range: soft goods, rope, wood, or something
similar. You can also use this spell to create mineral objects such as stone,
crystal, or metal. The object created must be no larger than a 5-foot cube, and
the object must be of a form and material that you have seen before.
The
duration depends on the objects material. If the object is composed of multiple
materials, use the shortest duration.
Material — Duration
Vegetable matter —
1 day
Stone/crystal — 12 hours
Precious metals — 1 hour
Gems — 10 minutes
Adamantine/Mithral — 1 minute
Using any material created by this spell as
another spells material component causes that spell to fail.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the cube
increases by 5 feet for each slot level above 5th.
"""
name = "Creation"
level = 5
casting_time = "1 minute"
casting_range = "30 feet"
components = ('V', 's', 'm')
materials = """A tiny piece of matter of the same type of the item you plan to create"""
duration = "Special"
magic_school = "Illusion"
classes = ('Sorcerer', 'Wizard')
class Slow(Spell):
"""You alter time around up to six creatures of your choice in a 40-foot cube
within range. Each target must succeed on a Wisdom saving throw or be affected
by this spell for the duration.
An affected targets speed is halved, it takes
a -2 penalty to AC and Dexterity saving throws, and it cant use reactions. On
its turn, it can use either an action or a bonus action, not both. Regardless of
the creatures abilities or magic items, it cant make more than one melee or
ranged attack during its turn.
If the creature attempts to cast a spell with a
casting time of 1 action, roll a d20. On an 11 or higher, the spell doesnt take
effect until the creatures next turn, and the creature must use its action on
that turn to complete the spell. If it cant, the spell is wasted.
A creature
affected by this spell makes another Wisdom saving throw at the end of its turn.
On a successful save, the effect ends for it.
"""
name = "Slow"
level = 3
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 's', 'm')
materials = """A drop of molasses"""
duration = "Concentration, up to 1 minute"
magic_school = "Transmutation"
classes = ('Sorcerer', 'Wizard')
class WaterBreathing(Spell):
"""This spell grants up to ten willing creatures you can see within range the
ability to breathe underwater until the spell ends. Affected creatures also
retain their normal mode of respiration.
"""
name = "Water Breathing"
level = 3
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 's', 'm')
materials = """A short reed or piece of straw"""
duration = "24 hours"
ritual = True
magic_school = "Transmutation"
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
class WaterWalk(Spell):
"""This spell grants the ability to move across any liquid surface such as water,
acid, mud, snow, quicksand, or lava as if it were harmless solid ground
(creatures crossing molten lava can still take damage from the heat).
Up to ten
willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to
the surface of the liquid at a rate of 60 feet per round.
"""
name = "Water Walk"
level = 3
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 's', 'm')
materials = """A piece of cork"""
duration = "1 hour"
ritual = True
magic_school = "Transmutation"
classes = ('Cleric', 'Druid', 'Ranger', 'Sorcerer')
class ConjureElemental(Spell):
"""You call forth an elemental servant.
Choose an area of air, earth, fire, or
water that fills a 10-foot cube within range. An elemental of challenge rating 5
or lower appropriate to the area you chose appears in an unoccupied space
within 10 feet of it. For example, a fire elemental emerges from a bonfire, and
an earth elemental rises up from the ground. The elemental disappears when it
drops to 0 hit points or when the spell ends.
The elemental is friendly to you
and your companions for the duration. Roll initiative for the elemental, which
has its own turns. It obeys any verbal commands that you issue to it (no action
required by you). If you dont issue any commands to the elemental, it defends
itself from hostile creatures but otherwise takes no actions.
If your
concentration is broken, the elemental doesnt disappear. Instead, you lose
control of the elemental, it becom es hostile toward you and your companions,
and it might attack. An uncontrolled elemental cant be dismissed by you, and it
disappears 1 hour after you summoned it. The DM has the elementals statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or
higher, the challenge rating increases by 1 for each slot level above 5th.
"""
name = "Conjure Elemental"
level = 5
casting_time = "1 minute"
casting_range = "90 feet"
components = ('V', 's', 'm')
materials = """Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water"""
duration = "Concentration, up to 1 hour"
ritual = False
magic_school = "Conjuration"
classes = ('Druid', 'Wizard')
class CreateFoodAndWater(Spell):
"""You create 45 pounds of food and 30 gallons of water on the ground or in
containers within range, enough to sustain up to fifteen humanoids or five
steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten
after 24 hours. The water is clean and doesnt go bad.
"""
name = "Create Food And Water"
level = 3
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 's')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Conjuration"
classes = ('Cleric', 'Paladin')
class HallucinatoryTerrain(Spell):
"""You make natural terrain in a 150-foot cube in range look, sound, and smell like
some other sort of natural terrain. Thus, open fields or a road can be made to
resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.
A pond can be made to seem like a grassy meadow, a precipice like a gentle
slope, or a rock-strewn gully like a wide and smooth road. Manufactured
structures, equipment, and creatures within the area arent changed in
appearance.
The tactile characteristics of the terrain are unchanged, so
creatures entering the area are likely to see through the illusion. If the
difference isnt obvious by touch, a creature carefully examining the illusion
can attempt an Intelligence (Investigation) check against your spell save DC to
disbelieve it. A creature who discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.
"""
name = "Hallucinatory Terrain"
level = 4
casting_time = "10 minutes"
casting_range = "300 feet"
components = ('V', 's', 'm')
materials = """A stone, a twig, and a bit of green plant"""
duration = "24 hours"
ritual = False
magic_school = "Illusion"
classes = ('Bard', 'Druid', 'Warlock', 'Wizard')
class MeldIntoStone(Spell):
"""You step into a stone object or surface large enough to fully contain your body,
melding yourself and all the equipment you carry with the stone for the
duration.
Using your movement, you step into the stone at a point you can touch.
Nothing of your presence remains visible or otherwise detectable by nonmagical
senses.
While merged with the stone, you cant see what occurs outside it, and
any Wisdom (Perception) checks you make to hear sounds outside it are made with
disadvantage. You remain aware of the passage of time and can cast spells on
yourself while merged in the stone. You can use your movement to leave the stone
where you entered it, which ends the spell. You otherwise cant move.
Minor
physical damage to the stone doesnt harm you, but its partial destruction or a
change in its shape (to the extent that you no longer fit within it) expels you
and deals 6d6 bludgeoning damage to you. The stones complete destruction (or
transmutation into a different substance) expels you and deals 50 bludgeoning
damage to you. If expelled, you fall prone in an unoccupied space closest to
where you first entered.
"""
name = "Meld Into Stone"
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 's')
materials = """"""
duration = "8 hours"
ritual = True
magic_school = "Transmutation"
classes = ('Cleric', 'Druid')
class StoneShape(Spell):
"""You touch a stone object of Medium size or smaller or a section of stone no more
than 5 feet in any dimension and form it into any shape that suits your
purpose. So, for example, you could shape a large rock into a weapon, idol, or
coffer, or make a small passage through a wall, as long as the wall is less than
5 feet thick. You could also shape a stone door or its frame to seal the door
shut. The object you create can have up to two hinges and a latch, but finer
mechanical detail isnt possible.
"""
name = "Stone Shape"
level = 4
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """Soft clay, which must be worked into roughly the desired shape of the stone object"""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ('Cleric', 'Druid', 'Wizard')
class Stoneskin(Spell):
"""This spell turns the flesh of a willing creature you touch as hard as stone.
Until the spell ends, the target has resistance to nonmagical bludgeoning,
piercing, and slashing damage.
"""
name = "Stoneskin"
level = 4
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """Diamond dust worth 100 gp, which the spell consumes"""
duration = "Concentration, up to 1 hour"
ritual = False
magic_school = "Abjuration"
classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
class StinkingCloud(Spell):
"""You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point
within range. The cloud spreads around corners, and its area is heavily
obscured. The cloud lingers in the air for the duration.
Each creature that is
completely within the cloud at the start of its turn must make a Constitution
saving throw against poison. On a failed save, the creature spends its action
that turn retching and reeling. Creatures that dont need to breathe or are
immune to poison automatically succeed on this saving throw.
A moderate wind
(at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind
(at least 20 miles per hour) disperses it after 1 round.
"""
name = "Stinking Cloud"
level = 3
casting_time = "1 action"
casting_range = "90 feet"
components = ('V', 's', 'm')
materials = """A rotten egg or several skunk cabbage leaves"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Conjuration"
classes = ('Bard', 'Sorcerer', 'Wizard')
class GaseousForm(Spell):
"""You transform a willing creature you touch, along with everything its wearing
and carrying, into a misty cloud for the duration. The spell ends if the
creature drops to 0 hit points. An incorporeal creature isnt affected.
While
in this form, the targets only method of movement is a flying speed of 10 feet.
The target can enter and occupy the space of another creature. The target has
resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
and Constitution saving throws. The target can pass through small holes, narrow
openings, and even mere cracks, though it treats liquids as though they were
solid surfaces. The target cant fall and remains hovering in the air even when
stunned or otherwise incapacitated.
While in the form of a misty cloud, the
target cant talk or manipulate objects, and any objects it was carrying or
holding cant be dropped, used, or otherwise interacted with. The target cant
attack or cast spells.
"""
name = "Gaseous Form"
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """A bit of gauze and a wisp of smoke"""
duration = "Concentration, up to 1 hour"
ritual = False
magic_school = "Transmutation"
classes = ('Sorcerer', 'Warlock', 'Wizard')
class RopeTrick(Spell):
"""You touch a length of rope that is up to 60 feet long. One end of the rope then
rises into the air until the whole rope hangs perpendicular to the ground. At
the upper end of the rope, an invisible entrance opens to an extradimensional
space that lasts until the spell ends.
The extradimensional space can be
reached by climbing to the top of the rope. The space can hold as many as eight
Medium or smaller creatures. The rope can be pulled into the space, making the
rope disappear from view outside the space.
Attacks and spells cant cross
through the entrance into or out of the extradimensional space, but those inside
can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
"""
name = "Rope Trick"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """Powdered corn extract and a twisted loop of parchment"""
duration = "1 hour"
ritual = False
magic_school = "Transmutation"
classes = ('Wizard',)
class Seeming(Spell):
"""This spell allows you to change the appearance of any number of creatures that
you can see within range.
You give each target you choose a new, illusory
appearance. An unwilling target can make a Charisma saving throw, and if it
succeeds, it is unaffected by this spell.
The spell disguises physicial
appearances as well as clothing, armor, weapons, and equipment. You can make
each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween.
You cant change a targets body type, so you must choose a form that has the
same basic arrangement of limbs. Otherwise, the extent of the illusion is up to
you. The spell lasts for the duration, unless you use your action to dismiss it
sooner.
The changes wrought by this spell fail to hold up to physical
inspections. For example, if you use this spell to add a hat to a creatures
outfitm objects pass through the hat, and anyone who touches it would feel
nothing or would feel the creatures head and hair. If you use this spell to
appear thinner then you are, the hand of someone who reaches out to touch you
would bump into you while it was seemingly still in midair.
A creature can use
its action to inspect a target and make an Intelligence (Investigation) check
against your spell save DC. If it succeeds, it becomes aware that the target is
disguised.
"""
name = "Seeming"
level = 5
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 's')
materials = """"""
duration = "8 hours"
ritual = False
magic_school = "Illusion"
classes = ('Bard', 'Sorcerer', 'Wizard')
class GlyphOfWarding(Spell):
"""When you cast this spell, you inscribe a glyph that harms other creatures,
either upon a surface (such as a table or a section of floor or wall) or within
an object that can be closed (such as a book, a scroll, or a treasure chest) to
conceal the glyph.
If you choose a surface, the glyph can cover an area of the
surface no larger than 10 feet in diameter. If you choose an object, that object
must remain in its place; if the object is moved more than 10 feet from where
you cast this spell, the glyph is broken, and the spell ends without being
triggered.
The glyph is nearly invisible and requires a successful Intelligence
(Investigation) check against your spell save DC to be found.
You decide what
triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or standing on the glyph, removing
another object covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed. For glyphs
inscribed within an object, the most common triggers include opening that
object, approaching within a certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered, this spell ends.
You can further
refine the trigger so the spell activates only under certain circumstances or
according to physical characteristics (such as height or weight), creature kind
(for example, the ward could be set to affect aberrations or drow), or
alignment. You can also set conditions for creatures that dont trigger the
glyph, such as those who say a certain password.
When you inscribe the glyph,
choose explosive runes or a spell glyph.
Explosive Runes
When triggered, the
glyph erupts with magical energy in a 20-foot-radius sphere centered on the
glyph. The sphere spreads around corners. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
thunder damage on a failed saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
Spell Glyph
You can store a
prepared spell of 3rd level or lower in the glyph by casting it as part of
creating the glyph. The spell must target a single creature or an area. The
spell being stored has no immediate effect when cast in this way. When the glyph
is triggered, the stored spell is cast. If the spell has a target, it targets
the creature that triggered the glyph. If the spell affects an area, the area is
centered on that creature. If the spell summons hostile creatures or creates
harmful objects or traps, they appear as close as possible to the intruder and
attack it. If the spell requires concentration, it lasts until the end of its
full duration.
At Higher Levels:
"""
name = "Glyph Of Warding"
level = 3
casting_time = "1 hour"
casting_range = "Touch"
components = ('V', 's', 'm')
materials = """Incense and powdered diamond worth at least 200 gp, which the spell consumes"""
duration = "Until dispelled or triggered"
ritual = False
magic_school = "Abjuration"
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