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1952 lines
83 KiB
Python
1952 lines
83 KiB
Python
from .spells import Spell
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class ControlWater(Spell):
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"""Until the spell ends, you control any freestanding water inside an area you
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choose that is a cube up to 100 feet on a side. You can choose from any of the
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following effects when you cast this spell. As an action on your turn, you can
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repeat the same effect or choose a different one.
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Flood: You cause the water
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level of all standing water in the area to rise by as much as 20 feet. If the
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area includes a shore, the flooding water spills over onto dry land. If you
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choose an area in a large body of water, you instead create a 20-foot tall wave
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that travels from one side of the area to the other and then crashes down. Any
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Huge or smaller vehicles in the wave's path are carried with it to the other
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side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance
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of capsizing. The water level remains elevated until the spell ends or you
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choose a different effect. If this effect produced a wave, the wave repeats on
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the start of your next turn while the flood effect lasts.
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Part Water: You cause
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water in the area to move apart and create a trench. The trench extends across
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the spell's area, and the separated water forms a wall to either side. The
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trench remains until the spell ends or you choose a different effect. The water
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then slowly fills in the trench over the course of the next round until the
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normal water level is restored.
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Redirect Flow: You cause flowing water in the
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area to move in a direction you choose, even if the water has to flow over
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obstacles, up walls, or in other unlikely directions. The water in the area
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moves as you direct it, but once it moves beyond the spell's area, it resumes
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its flow based on the terrain conditions. The water continues to move in the
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direction you chose until the spell ends or you choose a different effect.
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Whirlpool: This effect requires a body of water at least 50 feet square and 25
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feet deep. You cause a whirlpool to form in the center of the area. The
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whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at
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the top, and 25 feet tall. Any creature or object in the water and within 25
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feet of the vortex is pulled 10 feet toward it. A creature can swim away from
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the vortex by making a Strength (Athletics) check against your spell save DC.
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When a creature enters the vortex for the first time on a turn or starts its
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turn there, it must make a Strength saving throw. On a failed save, the creature
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takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
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On a successful save, the creature takes half damage, and isn't caught in the
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vortex. A creature caught in the vortex can use its action to try to swim away
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from the vortex as described above, but has disadvantage on the Strength
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(Athletics) check to do so. The first time each turn that an object enters the
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vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round
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it remains in the vortex.
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"""
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name = "Control Water"
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level = 4
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = "A drop of water and a pinch of dust"
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duration = "Concentration, up to 10 minutes"
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magic_school = "Transmutation"
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classes = ('Cleric', 'Druid', 'Wizard')
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class SleetStorm(Spell):
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"""Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder
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with a 40-foot radius centered on a point you choose within range. The area is
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heavily obscured, and exposed flames in the area are doused.
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The ground in the
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area is covered with slick ice, making it difficult terrain. When a creature
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enters the spell's area for the first time on a turn or starts its turn there,
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it must make a Dexterity saving throw. On a failed save, it falls prone.
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If a
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creature is concentrating in the spell's area, the creature must make a
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successful Constitution saving throw against your spell save DC or lose
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concentration.
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"""
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name = "Sleet Storm"
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level = 3
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casting_time = "1 action"
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casting_range = "150 feet"
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components = ('V', 'S', 'M')
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materials = "A pinch of dust and a few drops of water"
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duration = "Concentration, up to 1 minute"
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magic_school = "Conjuration"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class DestructiveWave(Spell):
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"""You strike the ground, creating a burst of divine energy that ripples
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outward from you. Each creature you choose within 30 feet of you must
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succeed on a Constitution saving throw or take 5d6 thunder damage, as well
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as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A
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creature that succeeds on its saving throw takes half as much damage and
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isn’t knocked prone.
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"""
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name = "Destructive Wave"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (30 foot radius)"
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components = ("V",)
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magic_school = "Evocation"
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classes = ("Paladin",)
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class InsectPlague(Spell):
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"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
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choose within range. The sphere spreads around corners. The sphere remains for
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the duration, and its area is lightly obscured. The sphere's area is difficult
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terrain.
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When the area appears, each creature in it must make a Constitution
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saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
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much damage on a successful one. A creature must also make this saving throw
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when it enters the spell's area for the first time on a turn or ends its turn
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there.
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At Higher Levels: When you cast this spell using a spell slot of 6th
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level or higher, the damage increases by 1d10 for each slot level above 5th.
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"""
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name = "Insect Plague"
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level = 5
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = "A few grains of sugar, some kernels of grain, and a smear of fat"
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duration = "Concentration, Up to 10 minutes"
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magic_school = "Conjuration"
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classes = ('Cleric', 'Druid', 'Sorcerer')
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class FindFamiliar(Spell):
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"""You gain the service of a familiar, a spirit that takes an animal form you
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choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous
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snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
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unoccupied space within range, the familiar has the statistics of the chosen
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form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
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Your familiar acts independently of you, but it always obeys your commands. In
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combat, it rolls its own initiative and acts on its own turn. A familiar can't
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attack, but it can take other actions as normal.
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When the familiar drops to 0
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hit points, it disappears, leaving behind no physical form. It reappears after
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you cast this spell again.
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While your familiar is within 100 feet of you, you
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can communicate with it telepathically. Additionally, as an action, you can see
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through your familiar's eyes and hear what it hears until the start of your next
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turn, gaining the benefits of any special senses that the familiar has. During
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this time, you are deaf and blind with regard to your own senses.
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As an action,
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you can temporarily dismiss your familiar. It disappears into a pocket
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dimension where it awaits your summons. Alternatively, you can dismiss it
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forever. As an action while it is temporarily dismissed, you can cause it to
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reappear in any unoccupied space within 30 feet of you.
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You can't have more
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than one familiar at a time. If you cast this spell while you already have a
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familiar, you instead cause it to adopt a new form. Choose one of the forms from
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the above list. Your familiar transforms into the chosen creature.
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Finally,
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when you cast a spell with a range of touch, your familiar can deliver the spell
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as if it had cast the spell. Your familiar must be within 100 feet of you, and
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it must use its reaction to deliver the spell when you cast it. If the spell
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requires an attack roll, you use your attack modifier for the roll.
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"""
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name = "Find Familiar"
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level = 1
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casting_time = "1 hour"
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casting_range = "10 feet"
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components = ('V', 'S', 'M')
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materials = ("10 gp worth of charcoal, incense, and herbs that must be"
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"consumed by fire in a brass brazier")
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duration = "Instantaneous"
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magic_school = "Conjuration"
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classes = ('Wizard',)
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class ProtectionFromEvilAndGood(Spell):
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"""Until the spell ends, one willing creature you touch is protected against
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certain types of creatures - aberrations, celestials, elementals, fey, fiends,
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and undead.
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The protection grants several benefits. Creatures of those types
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have disadvantage on attack rolls against the target. The target also can't be
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charmed, frightened, or possessed by them. If the target is already charmed,
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frightened, or possessed by such a creature, the target has advantage on any new
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saving throw against the relevant effect.
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"""
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name = "Protection From Evil And Good"
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level = 1
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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 = "Holy water or powdered silver and iron, which the spell consumes"
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duration = "Concentration, Up to 10 minutes"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
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class ZoneOfTruth(Spell):
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"""You create a magical zone that guards against deception in a 15-foot-radius
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sphere centered on a point of your choice within range. Until the spell ends, a
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creature that enters the spell's area for the first time on a turn or starts its
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turn there must make a Charisma saving throw. On a failed save, a creature
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can't speak a deliberate lie while in the radius. You know whether each creature
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succeeds or fails on its saving throw.
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An affected creature is aware of the
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spell and can thus avoid answering questions to which it would normally respond
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with a lie. Such creatures can be evasive in its answers as long as it remains
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within the boundaries of the truth.
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"""
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name = "Zone Of Truth"
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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')
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materials = ""
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duration = "10 minutes"
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magic_school = "Enchantment"
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classes = ('Bard', 'Cleric', 'Paladin')
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class EnsnaringStrike(Spell):
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"""The next time you hit a creature with a weapon attack before this spell
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ends, a writhing mass of thorny vines appears at the point of impact, and
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the target must succeed on a Strength saving throw or be restrained by the
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magical vines until the spell ends. A Large or larger creature has
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advantage on this saving throw. If the target succeeds on the save, the
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vines shrivel away.
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While restrained by this spell, the target takes 1d6 piercing damage at the
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start of each of its turns. A creature restrained by the vines or one that
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can touch the creature can use its action to make a Strength check against
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your spell save DC. On a success, the target is freed.
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At Higher Level:
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If you cast this spell using a spell slot of 2nd level or higher, the
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damage increases by 1d6 for each slot level above 1st.
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"""
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name = "Ensnaring Strike"
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level = 1
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casting_time = '1 bonus action'
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casting_range = 'Self'
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components = ('V')
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duration = 'Concentration, up to 1 minute'
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magic_school = 'Conjuration'
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classes = ("Ranger",)
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class Moonbeam(Spell):
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"""A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high
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cylinder centered on a point within range. Until the spell ends, dim light fills
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the cylinder.
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When a creature enters the spell's area for the first time on a
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turn or starts its turn there, it is engulfed in ghostly flames that cause
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searing pain, and it must make a Constitution saving throw. It takes 2d10
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radiant damage on a failed save, or half as much damage on a successful one.
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A
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shapechanger makes its saving throw with disadvantage. If it fails, it also
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instantly reverts to its original form and can't assume a different form until
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it leaves the spell's light.
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On each of your turns after you cast this spell,
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you can use an action to move the beam 60 feet in any direction.
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At Higher
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Levels: When you cast this spell using a spell slot of 3rd level or higher, the
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damage increases by 1d10 for each slot level above 2nd.
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"""
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name = "Moonbeam"
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level = 2
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = "Several seeds of any moonseed plant and a piece of opalescent feldspar"
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duration = "Concentration, Up to 1 minute"
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magic_school = "Evocation"
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classes = ('Druid',)
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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 = "1 action or 8 hours"
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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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magic_school = "Transmutation"
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classes = ('Bard', 'Druid', 'Ranger')
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class IceStorm(Spell):
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"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
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cylinder centered on a point within range. Each creature in the cylinder must
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make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
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cold damage on a failed save, or half as much damage on a successful one.
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Hailstones turn the storm's area of effect into difficult terrain until the end
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of your next turn.
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At Higher Levels: When you cast this spell using a spell
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slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
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slot level above 4th.
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"""
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name = "Ice Storm"
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level = 4
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = "A pinch of dust and a few drops of water"
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class CommuneWithNature(Spell):
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"""You briefly become one with nature and gain knowledge of the surrounding
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territory. In the outdoors, the spell gives you knowledge of the land within 3
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miles of you. In caves and other natural underground settings, the radius is
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limited to 300 feet. The spell doesn't function where nature has been replaced
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by construction, such as in dungeons and towns.
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You instantly gain knowledge of
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up to three facts of your choice about any of the following subjects as they
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relate to the area - terrain and bodies of water; prevalent plants, minerals,
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animals, or peoples; powerful celestials, fey, fiends, elementals, or undead;
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influence from other planes of existence; buildings.
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For example, you could
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determine the location of powerful undead in the area, the location of major
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sources of safe drinking water, and the location of any nearby towns.
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"""
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name = "Commune With Nature"
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level = 5
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casting_time = "1 minute"
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casting_range = "Self"
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components = ('V', 'S')
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materials = ""
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duration = "Instantaneous"
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magic_school = "Divination"
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classes = ('Druid', 'Ranger')
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class TreeStride(Spell):
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"""You gain the ability to enter a tree and move from inside it to inside another
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tree of the same kind within 500 feet. Both trees must be living and at least
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the same size as you. You must use 5 feet of movement to enter a tree. You
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instantly know the location of all other trees of the same kind within 500 feet
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and, as part of the move used to enter the tree, can either pass into one of
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those trees or step out of the tree you're in. You appear in a spot of your
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choice within 5 feet of the destination tree, using another 5 feet of movement.
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If you have no movement left, you appear within 5 feet of the tree you entered.
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You can use this transportation ability once per round for the duration. You
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must end each turn outside a tree.
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"""
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name = "Tree Stride"
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level = 5
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V', 'S')
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materials = ""
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duration = "Concentration, Up to 1 minute"
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magic_school = "Conjuration"
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classes = ('Druid', 'Ranger')
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class HoldMonster(Spell):
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"""Choose a creature that you can see within range. The target must succeed on a
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Wisdom saving throw or be paralyzed for the duration. This spell has no effect
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on undead. At the end of each of its turns, the target can make another Wisdom
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saving throw. On a success, the spell ends on the target.
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At Higher Levels:
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When you cast this spell using a spell slot of 6th level or higher, you can
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target on additional creature for each slot level above 5th. The creatures must
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be within 30 feet of each other when you target them.
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"""
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name = "Hold Monster"
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level = 5
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = "A small, straight piece of iron"
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duration = "Concentration, Up to 1 minute"
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class Scrying(Spell):
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"""You can see and hear a particular creature you choose that is on the same plane
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of existence as you. The target must make a Wisdom saving throw, which is
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modified by how well you know the target and the sort of physical connection you
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have to it. If a target knows you're casting this spell, it can fail the saving
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throw voluntarily if it wants to be observed.
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Knowledge - Save Modifier
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Secondhand (you have heard of the target) - +5
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Firsthand (you have met the
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target) +0
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Familiar (you know the target well) - -5
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Connection - Save Modifier
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Likeness or picture - -2
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Possession or garment - -4
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Body part, lock of hair,
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bit of nail, or the like - -10
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On a successful save, the target isn't affected, and you can't use this
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spell against it again for 24 hours.
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On a failed save, the spell creates an invisible sensor within 10 feet of
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the target. You can see and hear through the sensor as if you were
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there. The sensor moves with the target, remaining within 10 feet of it for
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the duration. A creature that can see invisible objects sees the sensor as
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a luminous orb about the size of your fist.
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Instead of targeting a creature, you can choose a location you
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have seen before as the target of this spell. When you do, the sensor appears at
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that location and doesn't move.
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"""
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name = "Scrying"
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level = 5
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casting_time = "10 minutes"
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casting_range = "Self"
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components = ('V', 'S', 'M')
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materials = ("A focus worth at least 1,000 gp, such as a crystal ball, "
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"a silver mirror, or a font filled with holy water")
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duration = "Concentration, Up to 10 minutes"
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magic_school = "Divination"
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classes = ('Bard', 'Cleric', 'Druid', 'Warlock', 'Wizard')
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class CompelledDuel(Spell):
|
||
"""You attempt to compel a creature into a duel. One creature that you can
|
||
see within range must make a Wisdom saving throw. On a failed save, the
|
||
creature is drawn to you, compelled by your divine demand. For the
|
||
duration, it has disadvantage on attack rolls against creatures other than
|
||
you, and must make a Wisdom saving throw each time it attempts to move to a
|
||
space that is more than 30 feet away from you; if it succeeds on this
|
||
saving throw, this spell doesn’t restrict the target’s movement for that
|
||
turn.
|
||
|
||
The spell ends if you attack any other creature, if you cast a spell that
|
||
targets a hostile creature other than the target, if a creature friendly to
|
||
you damages the target or casts a harmful spell on it, or if you end your
|
||
turn more than 30 feet away from the target.
|
||
|
||
"""
|
||
name = "Compelled Duel"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "30 feet"
|
||
components = ("V",)
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Enchantment"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class CircleOfPower(Spell):
|
||
"""Divine energy radiates from you, distorting and diffusing magical energy
|
||
within 30 feet of you. Until the spell ends, the sphere moves with you,
|
||
centered on you. For the duration, each friendly creature in the area
|
||
(including you) has advantage on saving throws against spells and other
|
||
magical effects.
|
||
|
||
Additionally, when an affected creature succeeds on a saving throw made
|
||
against a spell or magical effect that allows it to make a saving throw to
|
||
take only half damage, it instead takes no damage if it succeeds on the
|
||
saving throws. """
|
||
name = "Circle of Power"
|
||
level = 5
|
||
casting_time = '1 action'
|
||
casting_range = 'Self (30 foot radius)'
|
||
components = ('V',)
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Abjuration"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class Geas(Spell):
|
||
"""You place a magical command on a creature that you can see within range, forcing
|
||
it to carry out some service or refrain from some action or course of activity
|
||
as you decide. If the creature can understand you, it must succeed on a Wisdom
|
||
saving throw or become charmed by you for the duration. While the creature is
|
||
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
|
||
directly counter to your instructions, but no more than once each day. A
|
||
creature that can't understand you is unaffected by the spell.
|
||
|
||
You can issue
|
||
any command you choose, short of an activity that would result in certain death.
|
||
Should you issue a suicidal command, the spell ends.
|
||
|
||
You can end the spell
|
||
early by using an action to dismiss it. A remove curse, greater restoration, or
|
||
wish spell also ends it.
|
||
|
||
At Higher Levels: When you cast this spell using a
|
||
spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell
|
||
using a spell slot of 9th level, the spell lasts until it is ended by one of
|
||
the spells mentioned above.
|
||
"""
|
||
name = "Geas"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "60 feet"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "30 days"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Wizard')
|
||
class BestowCurse(Spell):
|
||
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
|
||
become cursed for the duration of the spell. When you cast this spell, choose
|
||
the nature of the curse from the following options.
|
||
|
||
• Choose one ability score.
|
||
While cursed, the target has disadvantage on ability checks and saving throws
|
||
made with that ability score.
|
||
|
||
• While cursed, the target has disadvantage on
|
||
attack rolls against you.
|
||
|
||
• While cursed, the target must make a Wisdom saving
|
||
throw at the start of each of its turns. If it fails, it wastes its action that
|
||
turn doing nothing.
|
||
|
||
• While the target is cursed, your attacks and spells deal
|
||
an extra 1d8 necrotic damage to the target.
|
||
|
||
A remove curse spell ends this
|
||
effect. At the DM's option, you may choose an alternative curse effect, but it
|
||
should be no more powerful than those described above. The DM has final say on
|
||
such a curse's effect.
|
||
|
||
At Higher Levels: If you cast this spell using a spell
|
||
slot of 4th level or higher, the duration is concentration, up to 10 minutes. If
|
||
you use a spell slot of 5th level or higher, the duration is 8 hours. If you
|
||
use a spell slot of 7th level or higher, the duration is 24 hours. If you use a
|
||
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
|
||
of 5th level or higher grants a duration that doesn't require concentration.
|
||
"""
|
||
name = "Bestow Curse"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Necromancy"
|
||
classes = ('Bard', 'Cleric', 'Wizard')
|
||
|
||
|
||
class Fear(Spell):
|
||
"""You project a phantasmal image of a creature's worst fears. Each creature in a
|
||
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
|
||
holding and become frightened for the duration.
|
||
|
||
While frightened by this spell,
|
||
a creature must take the Dash action and move away from you by the safest
|
||
available route on each of its turns, unless there is nowhere to move. If the
|
||
creature ends its turn in a location where it doesn't have line of sight to you,
|
||
the creature can make a Wisdom saving throw. On a successful save, the spell
|
||
ends for that creature.
|
||
"""
|
||
name = "Fear"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ('V', 'S', 'M')
|
||
materials = "A white feather or the heart of a hen"
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class DominateBeast(Spell):
|
||
"""You attempt to beguile a beast that you can see within range. It must succeed on
|
||
a Wisdom saving throw or be charmed by you for the duration. If you or
|
||
creatures that are friendly to you are fighting it, it has advantage on the
|
||
saving throw.
|
||
|
||
While the beast is charmed, you have a telepathic link with it as
|
||
long as the two of you are on the same plane of existence. You can use this
|
||
telepathic link to issue commands to the creature while you are conscious (no
|
||
action required), which it does its best to obey. You can specify a simple and
|
||
general course of action, such as Attack that creature, Run over there, or Fetch
|
||
that object. If the creature completes the order and doesn't receive further
|
||
direction from you, it defends and preserves itself to the best of its ability.
|
||
|
||
|
||
You can use your action to take total and precise control of the target. Until
|
||
the end of your next turn, the creature takes only the actions you choose, and
|
||
doesn't do anything that you don't allow it to do. During this time, you can
|
||
also cause the creature to use a reaction, but this requires you to use your own
|
||
reaction as well.
|
||
|
||
Each time the target takes damage, it makes a new Wisdom
|
||
saving throw against the spell. If the saving throw succeeds, the spell ends.
|
||
|
||
|
||
At Higher Levels: When you cast this spell with a 5th-level spell slot, the
|
||
duration is concentration, up to 10 minutes. When you use a 6th-level spell
|
||
slot, the duration is concentration, up to 1 hour. When you use a spell slot of
|
||
7th level or higher, the duration is concentration, up to 8 hours.
|
||
"""
|
||
name = "Dominate Beast"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ('Druid', 'Sorcerer')
|
||
|
||
|
||
class Cloudkill(Spell):
|
||
"""You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a
|
||
point you choose within range. The fog spreads around corners. It lasts for the
|
||
duration or until strong wind disperses the fog, ending the spell. Its area is
|
||
heavily obscured.
|
||
|
||
When a creature enters the spell's area for the first time on
|
||
a turn or starts its turn there, that creature must make a Constitution saving
|
||
throw. The creature takes 5d8 poison damage on a failed save, or half as much
|
||
damage on a successful one. Creatures are affected even if they hold their
|
||
breath or don't need to breathe.
|
||
|
||
The fog moves 10 feet away from you at the
|
||
start of each of your turns, rolling along the surface of the ground. The
|
||
vapors, being heavier than air, sink to the lowest level of the land, even
|
||
pouring down openings.
|
||
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d8 for each slot level
|
||
above 5th.
|
||
"""
|
||
name = "Cloudkill"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 10 minutes"
|
||
magic_school = "Conjuration"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class CalmEmotions(Spell):
|
||
"""You attempt to suppress strong emotions in a group of people. Each humanoid in a
|
||
20-foot-radius sphere centered on a point you choose within range must make a
|
||
Charisma saving throw a creature can choose to fail this saving throw if it
|
||
wishes. If a creature fails its saving throw, choose one of the following two
|
||
effects.
|
||
|
||
You can suppress any effect causing a target to be charmed or
|
||
frightened. When this spell ends, any suppressed effect resumes, provided that
|
||
its duration has not expired in the meantime.
|
||
|
||
Alternatively, you can make a
|
||
target indifferent about creatures of your choice that it is hostile toward.
|
||
This indifference ends if the target is attacked or harmed by a spell or if it
|
||
witnesses any of its friends being harmed. When the spell ends, the creature
|
||
becomes hostile again, unless the DM rules otherwise.
|
||
"""
|
||
name = "Calm Emotions"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Cleric')
|
||
|
||
|
||
class HypnoticPattern(Spell):
|
||
"""You create a twisting pattern of colors that weaves through the air inside a
|
||
30-foot cube within range. The pattern appears for a moment and vanishes. Each
|
||
creature in the area who sees the pattern must make a Wisdom saving throw. On a
|
||
failed save, the creature becomes charmed for the duration. While charmed by
|
||
this spell, the creature is incapacitated and has a speed of 0.
|
||
|
||
The spell ends
|
||
for an affected creature if it takes any damage or if someone else uses an
|
||
action to shake the creature out of its stupor.
|
||
"""
|
||
name = "Hypnotic Pattern"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('S', 'M')
|
||
materials = "A glowing stick of incense or a crystal vial filled with phosphorescent material"
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class OtilukesResilientSphere(Spell):
|
||
"""A sphere of shimmering force encloses a creature or object of Large size or
|
||
smaller within range. An unwilling creature must make a Dexterity saving
|
||
throw. On a failed save, the creature is enclosed for the duration.
|
||
|
||
Nothing---not physical objects, energy, or other spell effects---can pass
|
||
through the barrier, in or out, though a creature in the sphere can breathe
|
||
there. The sphere is immune to all damage, and a creature or object inside
|
||
can’t be damaged by attacks or effects originating from outside, nor can a
|
||
creature inside the sphere damage anything outside it.
|
||
|
||
The sphere is weightless and just large enough to contain the creature or
|
||
object inside. An enclosed creature can use its action to push against the
|
||
sphere’s walls and thus roll the sphere at up to half the creature’s
|
||
speed. Similarly, the globe can be picked up and moved by other creatures.
|
||
|
||
A disintegrate spell targeting the globe destroys it without harming
|
||
anything inside it. """
|
||
name = "Otiluke's Resilient Sphere"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = ("a hemispherical piece of clear crystal and a matching "
|
||
"hemispherical piece of gum arabic")
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class WallOfForce(Spell):
|
||
"""An invisible wall of force springs into existence at a point you choose within
|
||
range. The wall appears in any orientation you choose, as a horizontal or
|
||
vertical barrier or at an angle. It can be free floating or resting on a solid
|
||
surface. You can form it into a hemispherical dome or a sphere with a radius of
|
||
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
|
||
panels. Each panel must be contiguous with another panel. In any form, the wall
|
||
is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
|
||
creature's space when it appears, the creature is pushed to one side of the wall
|
||
(your choice which side).
|
||
|
||
Nothing can physically pass through the wall. It is
|
||
immune to all damage and can't be dispelled by dispel magic. A disintegrate
|
||
spell destroys the wall instantly, however. The wall also extends into the
|
||
Ethereal Plane, blocking ethereal travel through the wall.
|
||
"""
|
||
name = "Wall Of Force"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "A pinch of powder made by crushing a clear gemstone"
|
||
duration = "Concentration, Up to 10 minutes"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
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 can’t 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 isn’t being carried or worn by another
|
||
creature.
|
||
|
||
When you cast the spell, choose one or both of the following effects. The
|
||
effect lasts for the duration. If you cast this spell on the same creature
|
||
or object every day for 30 days, placing the same effect on it each time,
|
||
the illusion lasts until it is dispelled.
|
||
|
||
**False Aura**: You change the way the target appears to spells and magical
|
||
effects, such as detect magic, that detect magical auras. You can make a
|
||
nonmagical object appear magical, a magical object appear nonmagical, or
|
||
change the object’s magical aura so that it appears to belong to a specific
|
||
school of magic that you choose. When you use this effect on an object, you
|
||
can make the false magic apparent to any creature that handles the item.
|
||
|
||
**Mask**: You change the way the target appears to spells and magical
|
||
effects that detect creature types, such as a paladin’s Divine Sense or the
|
||
trigger of a 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
|
||
spell’s 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 spell’s
|
||
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
|
||
doesn’t 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 can’t be created or transmuted by this spell. You also can’t 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
|
||
artisan’s 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 object’s 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 spell’s 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 target’s speed is halved, it takes
|
||
a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On
|
||
its turn, it can use either an action or a bonus action, not both. Regardless of
|
||
the creature’s abilities or magic items, it can’t 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 doesn’t take
|
||
effect until the creature’s next turn, and the creature must use its action on
|
||
that turn to complete the spell. If it can’t, 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 don’t issue any commands to the elemental, it defends
|
||
itself from hostile creatures but otherwise takes no actions.
|
||
|
||
If your
|
||
concentration is broken, the elemental doesn’t disappear. Instead, you lose
|
||
control of the elemental, it becom es hostile toward you and your companions,
|
||
and it might attack. An uncontrolled elemental can’t be dismissed by you, and it
|
||
disappears 1 hour after you summoned it. The DM has the elemental’s 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 doesn’t 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 aren’t 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 isn’t 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 can’t 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 can’t move.
|
||
|
||
Minor
|
||
physical damage to the stone doesn’t 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 stone’s 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 isn’t 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 don’t 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 it’s wearing
|
||
and carrying, into a misty cloud for the duration. The spell ends if the
|
||
creature drops to 0 hit points. An incorporeal creature isn’t affected.
|
||
|
||
While
|
||
in this form, the target’s 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 can’t fall and remains hovering in the air even when
|
||
stunned or otherwise incapacitated.
|
||
|
||
While in the form of a misty cloud, the
|
||
target can’t talk or manipulate objects, and any objects it was carrying or
|
||
holding can’t be dropped, used, or otherwise interacted with. The target can’t
|
||
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 can’t 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 can’t change a target’s 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 creature’s
|
||
outfitm objects pass through the hat, and anyone who touches it would feel
|
||
nothing or would feel the creature’s 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 don’t 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"
|
||
classes = ('you', 'cast', 'this', 'spell', 'using', 'a', 'spell', 'slot', 'of', '4th', 'level', 'or', 'higher', 'the', 'damage', 'of', 'an', 'explosive', 'runes', 'glyph', 'increases', 'by', '1d8', 'for', 'each', 'slot', 'level', 'above', '3rd.', 'If', 'you', 'create', 'a', 'spell', 'glyph', 'you', 'can', 'store', 'any', 'spell', 'of', 'up', 'to', 'the', 'same', 'level', 'as', 'the', 'slot', 'you', 'use', 'for', 'the', 'glyph', 'of')
|
||
|
||
|