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dungeon-sheets/dungeonsheets/spells/spells_a_d.py
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from .spells import Spell
class AcidArrow(Spell):
"""A shimmering green arrow streaks toward a target within range and
bursts in a spray of acid. Make a ranged spell attack against the
target. On a hit, the target takes 4d4 acid damage immediately and
2d4 acid damage at the end of its next turn. On a miss, the arrow
splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage (both initial and later) increases
by 1d4 for each slot level above 2nd.
"""
level = 2
name = "Acid Arrow"
casting_time = "1 action"
casting_range = "90 ft"
components = ("V", "S", "M")
duration = "instantaneous"
magic_school = "Evocation"
classes = ('Wizard',)
class AcidSplash(Spell):
"""You hurl a bubble of acid. Choose one creature within range, or
choose two creatures within range that are within 5 feet of each
other. A target must succeed on a Dexterity saving throw or take
1d6 acid damage.
This spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
"""
name = "Acid Splash"
level = 0
magic_school = "Conjuration"
classes = ('Sorceror', 'Wizard', )
class Aid(Spell):
"""Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each targets hit point
maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of
3rd level or higher, a targets hit points increase by an
additional 5 for each slot level above 2nd.
"""
name = "Aid"
level = 2
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A tiny strip of white cloth"
duration = "8 hours"
magic_school = "Abjuration"
classes = ('Cleric', 'Paladin', )
class Alarm(Spell):
"""You set an alarm against unwanted intrusion. Choose a door, a
window, or an area within range that is no larger than a 20-foot
cube. Until the spell ends, an alarm alerts you whenever a Tiny or
larger creature touches or enters the warded area. When you cast
the spell, you can designate creatures that wont set off the
alarm. You also choose whether the alarm is mental or audible. A
mental alarm alerts you with a ping in your mind if you are within
1 mile of the warded area. This ping awakens you if you are
sleeping. An audible alarm produces the sound of a hand bell for
10 seconds within 60 feet.
"""
name = "Alarm"
level = 1
casting_time = "1 minute"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A tiny bell and a piece of fine silver wire."
duration = "8 hours"
magic_school = "Abjuration"
classes = ('Ranger', 'Wizard')
class AlterSelf(Spell):
"""You assume a different form. When you cast the spell, choose one of
the following options, the effects of which last for the duration
of the spell. While the spell lasts, you can end one option as an
action to gain the benefits of a different one.
*Aquatic Adaptation*: You adapt your body to an aquatic environment,
sprouting gills and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to your walking
speed.
*Change Appearance*: You transform your appearance. You decide
what you look like, including your height, weight, facial
features, sound of your voice, hair length, coloration, and
distinguishing characteristics, if any. You can make yourself
appear as a member of another race, though none of your statistics
change. You also can't appear as a creature of a different size
than you, and your basic shape stays the same; if you're bipedal,
you can't use this spell to become quadrupedal, for instance. At
any time for the duration of the spell, you can use your action to
change your appearance in this way again.
*Natural Weapons*: You grow claws, fangs, spines, horns, or a
different natural weapon of your choice. Your unarmed strikes deal
1d6 bludgeoning, piercing, or slashing damage, as appropriate to
the natural weapon you chose, and you are proficient with your
unarmed strikes. Finally, the natural weapon is magic and you have
a +1 bonus to the attack and damage rolls you make using it.
"""
name = "Alter Self"
level = 2
casting_time = "1 action"
casting_range = "self"
components = ("V", "S")
duration = "Concentration, up to 1 hour"
magic_school = "Transmutation"
classes = ('Sorceror', 'Wizard', 'Warlock')
class AnimalFriendship(Spell):
"""This spell lets you convince a beast that you mean it no
harm. Choose a beast that you can see within range. It must see
and hear you. If the beasts Intelligence is 4 or higher, the
spell fails. Otherwise, the beast must succeed on a Wisdom saving
throw or be charmed by you for the spells duration. If you or one
of your companions harms the target, the spell ends.
*At Higher Levels*: When you cast this spell using a spell slot of
2nd level or higher, you can affect one additional beast for each
slot level above 1st.
"""
name = "Animal Friendship"
level = 1
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A morsel of food"
duration = "24 hours"
magic_school = "Enchantment"
classes = ('Bard', 'Druid', 'Ranger')
class AnimalMessenger(Spell):
"""By means of this spell, you use an animal to deliver a
message. Choose a Tiny beast you can see with in range, such as a
squirrel, a blue jay, or a bat. You specify a location , which you
must have visited, and a recipient who matches a general
description , such as “a man or woman dressed in the uniform of
the town guard” or “a red-haired dwarf wearing a pointed hat.” You
also speak a message of up to twenty-five words. The target beast
travels for the duration of the spell toward the specified
location, covering about 50 miles per 24 hours for a flying
messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the
creature that you described, replicating the sound of your
voice. The messenger speaks only to a creature matching the
description you gave. If the messenger doesnt reach its
destination before the spell ends, the message is lost, and the
beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd
level or higher, the duration of the spell increases by 48 hours
for each slot level above 2nd.
"""
name = "Animal Messenger"
level = 2
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A morsel of food"
duration = "24 hours"
magic_school = "Enchantment"
classes = ('Bard', 'Druid', 'Ranger')
class AnimalShapes(Spell):
"""Your magic turns others into beasts. Choose any number of willing
creatures that you can see within range. You transform each target
into the form of a Large or smaller beast with a challenge rating
of 4 or lower. On subsequent turns, you can use your action to
transform affected creatures into new forms.
The transformation lasts for the duration for each target, or
until the target drops to 0 hit points or dies. You can choose a
different form for each target. A targets game statistics are
replaced by the statistics of the chosen beast, though the target
retains its alignment and Intelligence, Wisdom and Charisma
scores. The target assumes the hit points of its new form, and
when it reverts to its normal form, it 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
creatures 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 cant speak or cast spells.
The targets gear melds into the new form. The target cant
activate, wield, or otherwise benefit from any of its equipment.
"""
name = "Animal Shapes"
level = 8
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S")
duration = "Concentration, up to 24 hours"
magic_school = "Transmutation"
classes = ('Druid',)
class AnimateDead(Spell):
"""This spell creates an undead servant. Choose a pile of bones or a
corpse of a medium or small humanoid within range. Your spell
imbues the target with a foul mimicry of life, raising it as an
undead creature. The target becomes a skeleton if you chose bones
or a zombie if you chose a corpse (the DM has the creatures game
statistics).
On each of your turns, you can use a bonus action to mentally
command any creature you made with this spell if the creature is
within 60 feet of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the same
command to each one). You decide what action the creature will
take and where it will move during its next turn, or you can issue
a general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the
creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it
stops obeying any command youve given it. To maintain control of
the creature for another 24 hours, you must cast this spell on the
creature again before the current 24-hour period ends. This use of
the spell reasserts your control over up to four creatures you
have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, you animate or reassert control over two
additional undead creatures for each slot level above 3rd. Each of
the creatures must come from a different corpse or pile of bones.
"""
name = "Animate Dead"
level = 3
casting_time = "1 minute"
casting_range = "10 ft"
components = ("V", "S", "M")
materials = "A drop of blood, a piece of flesh and a pinch of bone dust"
duration = "instantaneous"
magic_school = "Necromancy"
classes = ('Cleric', 'Wizard', 'Paladin')
class AnimateObjects(Spell):
"""Objects come to life at your command. Choose up to ten nonmagical
objects within range that are not being worn or carried. Medium
targets count as two objects, Large targets count as four objects,
Huge targets count as eight objects. You cant animate any object
larger than Huge. Each target animates and becomes a creature
under your control until the spell ends or until reduced to 0 hit
points.
As a bonus action, you can mentally command any creature you made
with this spell if the creature is within 500 feet of you (if you
control multiple creatures, you can command any or all of them at
the same time, issuing the same command to each one). You decide
what action the creature will take and where it will move during
its next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no commands,
the creature only defends itself against hostile creatures. Once
given an order, the creature continues to follow it until its task
is complete.
**Animated Object Statistics**
Size HP AC Attack Str Dex
---- -- -- ------ --- ---
Tiny 20 18 +8 to hit, 1D4+4 damage 4 18
Small 25 16 +6 to hit, 1D8+2 damage 6 14
Medium 40 13 +5 to hit, 2D6+1 damage 10 12
Large 50 10 +6 to hit, 2D10+2 damage 14 10
Huge 80 10 +8 to hit, 2D12+4 damage 18 6
An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determined by its size. Its Constitution
is 10 and its Intelligence and Wisdom are 3, and its Charisma is
1. Its speed is 30 feet; if the object lacks legs or other
appendages it can use for locomotion, it instead has a flying
speed of 30 feet and can hover. If the object is securely attached
to a surface or a larger object, such as a chain bolted to a wall,
its speed is 0. It has blindsight with a radius of 30 feet and is
blind beyond that distance. When the animated object drops to 0
hit points, it reverts to its original object form, and any
remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee
attack against a creature within 5 feet of it. It makes a slam
attack with an attack bonus and bludgeoning damage determined by
its size. The DM might rule that a specific object inflicts
slashing or piercing damage based on its form.
*At Higher Levels*: If you cast this spell using a spell slot of
6th level or higher, you can animate two additional objects for
each slot level above 5th.
"""
name = "Animate Objects"
level = 5
casting_time = "1 action"
casting_range = "120 ft"
components = ("V", "S")
duration = "Concentration, up to 1 minute."
magic_school = "Transmutation"
classes = ('Bard', 'Sorceror', 'Wizard')
class AntilifeShell(Spell):
"""A shimmering barrier extends out from you in a 10-foot radius and
moves with you, remaining centered on you and hedging out
creatures other than undead and constructs. The barrier lasts for
the duration. The barrier prevents an affected creature from
passing or reaching through. An affected creature can cast spells
or make attacks with ranged or reach weapons through the
barrier. If you move so that an affected creature is forced to
pass through the barrier, the spell ends.
"""
name = "Antilife Shell"
level = 5
casting_time = "1 action"
casting_range = "Self (10-foot radius)"
components = ("V", "S")
duration = "Concentration, up to 1 hour"
magic_school = "Abjuration"
classes = ('Druid', )
class AntimagicField(Spell):
"""A 10-foot-radius invisible sphere of antimagic surrounds you. This
area is divorced from the magical energy that suffuses the
multiverse. Within the sphere, spells cant be cast, summoned
creatures disappear, and even magic items become mundane. Until
the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an
artifact or a deity, are suppressed in the sphere and cant
protrude into it. A slot expended to cast a suppressed spell is
consumed. While an effect is suppressed, it doesnt function, but
the time it spends suppressed counts against its duration.
**Targeted Effects** Spells and other magical effects, such as Magic
Missile and Charm Person, that target a creature or an object in
the sphere have no effect on that target.
**Areas of Magic** The area of another spell or magical effect,
such as Fireball, cant extend into the sphere. If the sphere
overlaps an area of magic, the part of the area that is covered by
the sphere is suppressed. For example, the flames created by a
Wall of Fire are suppressed within the sphere, creating a gap in
the wall if the overlap is large enough.
**Spells** Any active spell or other magical effect on a creature
or an object in the sphere is suppressed while the creature or
object is in it.
**Magic Items** The properties and powers of magic items are
suppressed in the sphere. For example, a + 1 longsword in the
sphere functions as a nonmagical longsword.
A magic weapons properties and powers are suppressed if it is
used against a target in the sphere or wielded by an attacker in
the sphere. If a magic weapon or a piece of magic ammunition fully
leaves the sphere (for example, if you fire a magic arrow or throw
a magic spear at a target outside the sphere), the magic of the
item ceases to be suppressed as soon as it exits.
**Magical Travel** Teleportation and planar travel fail to work in
the sphere, whether the sphere is the destination or the departure
point for such magical travel. A portal to another location,
world, or plane of existence, as well as an opening to an
extradimensional space such as that created by the Rope Trick
spell, temporarily closes while in the sphere.
**Creatures and Objects** A creature or object summoned or created
by magic temporarily winks out of existence in the sphere. Such a
creature instantly reappears once the space the creature occupied
is no longer within the sphere.
**Dispel Magic** Spells and magical effects such as Dispel Magic
have no effect on the sphere. Likewise, the spheres created by
different antimagic field spells dont nullify each other.
"""
name = "Antimagic Field"
level = 8
casting_time = "1 action"
casting_range = "10-foot-radius sphere"
components = ("V", "S", "M")
materials = "A pinch of powdered iron or iron filings"
duration = "Concentration, up to 1 hour"
magic_school = "Abjuration"
classes = ('Cleric', 'Wizard')
class AntipathySympathy(Spell):
"""This spell attracts or repels creatures of your choice. You target
something within range, either a Huge or smaller object or
creature or an area that is no larger than a 200-foot cube. Then
specify a kind of intelligent creature, such as red dragons,
goblins, or vampires. You invest the target with an aura that
either attracts or repels the specified creatures for the
duration. Choose antipathy or sympathy as the auras effect.
**Antipathy** The enchantment causes creatures of the kind you
designated to feel an intense urge to leave the area and avoid the
target. When such a creature can see the target or comes within 60
feet of it, the creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened while it can
see the target or is within 60 feet of it. While frightened by the
target, the creature must use its movement to move to the nearest
safe spot from which it cant see the target. If the creature
moves more than 60 feet from the target and cant see it, the
creature is no longer frightened, but the creature becomes
frightened again if it regains sight of the target or moves within
60 feet of it.
**Sympathy** The enchantment causes the specified creatures to
feel an intense urge to approach the target while within 60 feet
of it or able to see it. When such a creature can see the target
or comes within 60 feet of it, the creature must succeed on a
Wisdom saving throw or use its movement on each of its turns to
enter the area or move within reach of the target. When the
creature has done so, it cant willingly move away from the
target. If the target damages or otherwise harms an affected
creature, the affected creature can make a Wisdom saving throw to
end the effect, as described below.
**Ending the Effect** If an affected creature ends its turn while
not within 60 feet of the target or able to see it, the creature
makes a Wisdom saving throw. On a successful save, the creature is
no longer affected by the target and recognizes the feeling of
repugnance or attraction as magical. In addition, a creature
affected by the spell is allowed another Wisdom saving throw every
24 hours while the spell persists. A creature that successfully
saves against this effect is immune to it for 1 minute, after
which time it can be affected again.
"""
name = "Antipathy/Sympath"
level = 8
casting_time = "1 hour"
casting_range = "60 ft"
components = ("V", "S", "M")
materials = "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect"
duration = "instantaneous"
magic_school = "10 days"
classes = ('Druid', 'Wizard')
class ArcaneEye(Spell):
"""You create an invisible, magical eye within range that hovers in
the air for the duration.
You mentally receive visual information from the eye, which has
normal vision and darkvision out to 30 feet. The eye can look in
every direction.
As an action, you can move the eye up to 30 feet in any
direction. There is no limit to how far away from you the eye can
move, but it cant enter another plane of existence. A solid
barrier blocks the eyes movement, but the eye can pass through an
opening as small as 1 inch in diameter.
"""
name = "ArcaneEye"
level = 4
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S", "M")
materials = "A bit of bat fur"
duration = "Concentration, up to 1 hour"
magic_school = "Divination"
classes = ('Wizard', )
class ArcaneGate(Spell):
"""You create linked teleportation portals that remain open for the
duration. Choose two points on the ground that you can see, one
point within 10 feet of you and one point within 500 feet of
you. A circular portal, 10 feet in diameter, opens over each
point. If the portal would open in the space occupied by a
creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist,
hovering inches from the ground and perpendicular to it at the
points you choose. A ring is visible only from one side (your
choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other
portal as if the two were adjacent to each other; passing through
a portal from the nonportal side has no effect. The mist that
fills each portal is opaque and blocks vision through it. On your
turn, you can rotate the rings as a bonus action so that the
active side faces in a different direction.
"""
name = "Arcane Gate"
level = 6
casting_time = "1 action"
casting_range = "500 ft"
components = ("V", "S")
duration = "Concentration, up to 10 minutes"
magic_school = "Conjuration"
classes = ('Sorceror', 'Warlock', 'Wizard')
class ArcaneHand(Spell):
"""You create a Large hand of shimmering, translucent force in an
unoccupied space that you can see within range. The hand lasts for
the spell's duration, and it moves at your command, mimicking the
movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your
hit point maximum. If it drops to 0 hit points, the spell ends. It
has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand
doesn't fill its space. When you cast the spell and as a bonus
action on your subsequent turns, you can move the hand up to 60
feet and then cause one of the following effects with it.
**Clenched Fist** The hand strikes one creature or object within 5
feet of it. Make a melee spell attack for the hand using your game
statistics. On a hit, the target takes 4d8 force damage.
**Forceful Hand** The hand attempts to push a creature within 5
feet of it in a direction you choose. Make a check with the hand's
Strength contested by the Strength (Athletics) check of the
target. If the target is Medium or smaller, you have advantage on
the check. If you succeed, the hand pushes the target up to 5 feet
plus a number of feet equal to five times your spellcasting
ability modifier. The hand moves with the target to remain within
5 feet of it.
**Grasping Hand** The hand attempts to grapple a Huge or smaller
creature within 5 feet of it. You use the hand's Strength score to
resolve the grapple. If the target is Medium or smaller, you have
advantage on the check. While the hand is grappling the target,
you can use a bonus action to have the hand crush it. When you do
so, the target takes bludgeoning damage equal to 2d6 + your
spellcasting ability modifier.
**Interposing Hand** The hand interposes itself between you and a
creature you choose until you give the hand a different
command. The hand moves to stay between you and the target,
providing you with half cover against the target. The target can't
move through the hand's space if its Strength score is less than
or equal to the hand's Strength score. If its Strength score is
higher than the hand's Strength score, the target can move toward
you through the hand's space, but that space is difficult terrain
for the target.
**At Higher Levels** When you cast this spell using a spell slot
of 6th level or higher, the damage from the clenched fist option
increases by 2d8 and the damage from the grasping hand increases
by 2d6 for each slot level above 5th.
"""
level = 5
name = "Arcane Hand"
casting_time = "1 action"
casting_range = "120 ft"
components = ("V", "S", "M")
materials = "an eggshell and a snakeskin glove"
duration = "1 minute"
magic_school = "Evocation"
classes = ('Wizard', )
class ArcaneLock(Spell):
"""You touch a closed door, window, gate, chest, or other entryway,
and it becomes locked for the duration. You and the creatures you
designate when you cast this spell can open the object
normally. You can also set a password that, when spoken within 5
feet of the object, suppresses this spell for 1 minute. Otherwise,
it is impassable until it is broken or the spell is dispelled or
suppressed. Casting knock on the object suppresses arcane lock for
10 minutes.
While affected by this spell, the object is more difficult to
break or force open; the DC to break it or pick any locks on it
increases by 10.
"""
name = "Arcane Lock"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "Gold dust worth at least 25 gp, which the spell consumes"
duration = "Until dispelled"
magic_school = "Abjuration"
classes = ('Wizard',)
class ArcanistsMagicAura(Spell):
"""You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
"""
level = 2
name = "Arcanist's Magic Aura"
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "a small square of silk"
duration = "24 hours"
magic_school = "Illusion"
classes = ('Wizard', )
class ArmorOfAgathys(Spell):
"""A protective magical force surrounds you, manifesting as a spectral
frost that covers you and your gear. You gain 5 temporary hit
points for the duration. If a creature hits you with a melee
attack while you have these hit points, the creature takes 5 cold
damage.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, both the temporary hit points and the cold
damage increase by 5 for each slot level above 1st.
"""
name = "Armor of Agathys"
level = 1
casting_time = "1 action"
casting_range = "Self"
components = ("V", "S", "M")
materials = "A cup of water"
duration = "1 hour"
magic_school = "Abjuration"
classes = ('Warlock', )
class ArmsOfHadar(Spell):
"""You invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter all creatures
within 10 feet of you. Each creature in that area must make a
Strength saving throw. On a failed save, a target takes 2d6
necrotic damage and cant take reactions until its next turn. On a
successful save, the creature takes half damage, but suffers no
other effect.
**At Higher Levels**: When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.
"""
name = "Arms of Hadar"
level = 1
casting_time = "1 action"
casting_range = "Self (10-foot radius)"
components = ("V", "S")
duration = "instantaneous"
magic_school = "Conjuration"
classes = ('Warlock',)
class AstralProjection(Spell):
"""You and up to eight willing creatures within range project your
astral bodies into the Astral Plane (the spell fails and the
casting is wasted if you are already on that plane). The material
body you leave behind is unconscious and in a state of suspended
animation; it doesnt need food or air and doesnt age.
Your astral body resembles your mortal form in almost every way,
replicating your game statistics and possessions. The principal
difference is the addition of a silvery cord that extends from
between your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This cord is your tether to your
material body. As long as the tether remains intact, you can find
your way home. If the cord is cut —something that can happen only
when an effect specifically states that it does— your soul and
body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and
can pass through portals there leading to any other plane. If you
enter a new plane or return to the plane you were on when casting
this spell, your body and possessions are transported along the
silver cord, allowing you to re-enter your body as you enter the
new plane. Your astral form is a separate incarnation. Any damage
or other effects that apply to it have no effect on your physical
body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your
action to dismiss it. When the spell ends, the affected creature
returns to its physical body, and it awakens.
The spell might also end early for you or one of your
companions. A successful dispel magic spell used against an astral
or physical body ends the spell for that creature. If a creatures
original body or its astral form drops to 0 hit points, the spell
ends for that creature. If the spell ends and the silver cord is
intact, the cord pulls the creatures astral form back to its
body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions
remain in their astral forms and must find their own way back to
their bodies, usually by dropping to 0 hit points.
"""
name = "Astral Projection"
level = 9
casting_time = "1 hour"
casting_range = "10 ft"
components = ("V", "S", "M")
materials = "For each creature you affect with this spell, you must provide one jacinth worth at least 1000 GP and one ornately carved bar of silver worth at least 100 GP, all of which the spell consumes."
duration = "Special"
magic_school = "Necromancy"
classes = ('Necromancy', 'Cleric', 'Warlock', 'Wizard', 'Monk')
class Augury(Spell):
"""By casting gem-inlaid sticks, rolling dragon bones, laying out
ornate cards, or employing some other divining tool, you receive
an omen from an otherworldly entity about the results of a
specific course of action that you plan to take within the next 30
minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that arent especially good or bad
The spell doesnt take into account any possible circumstances
that might change the outcome, such as the casting of additional
spells or the loss or gain of a companion. If you cast the spell
two or more times before completing your next long rest, there is
a cumulative 25 percent chance for each casting after the first
that you get a random reading. The DM makes this roll in secret.
"""
name = "Augury"
level = 2
casting_time = "1 minute"
casting_range = "Self"
components = ("V", "S", "M")
materials = "specially marked sticks, bones, or similar tokens worth at least 25 gp"
duration = "instantaneous"
magic_school = "Divination"
classes = ('Cleric', )
class AuraOfLife(Spell):
"""Life-preserving energy radiates from you in an aura with a 30-foot
radius. Until the spell ends, the aura moves with you, centered on
you. Each nonhostile creature in the aura (including you) has
resistance to necrotic damage, and its hit point maximum cant be
reduced. In addition, a nonhostile, living creature regains 1 hit
point when it starts its turn in the aura with 0 hit points.
"""
name = "Aura of Life"
level = 4
casting_time = "1 action"
casting_range = "Self (30 foot radius)"
components = ("V",)
duration = "Concentration, up to 10 minutes"
magic_school = "Abjuration"
classes = ('Paladin', )
class AuraOfPurity(Spell):
"""Until the spell ends, the aura moves with you, centered on
you. Each nonhostile creature in the aura (including you) cant
become diseased, has resistance to poison damage, and has
advantage on saving throws against effects that cause any of the
following conditions: blinded, charmed, deafened, frightened,
paralyzed, poisoned, and stunned.
"""
name = "Aura of Purity"
level = 4
casting_time = "1 action"
casting_range = "Self (30-foot radius)"
components = ("V",)
duration = "Concentration, up to 10 minutes."
magic_school = "Abjuration"
classes = ('Paladin', )
class AuraOfVitality(Spell):
"""Healing energy radiates from you in an aura with a 30-foot
radius. Until the spell ends, the aura moves with you, centered on
you. You can use a bonus action to cause one creature in the aura
(including you) to regain 2d6 hit points.
"""
name = "Aura of Vitality"
level = 3
casting_time = "1 action"
casting_range = "Self (30-foot radius)"
components = ("V", )
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ('Paladin', )
class Awaken(Spell):
"""After spending the casting time tracing magical pathways within a
precious gem stone, you touch a Huge or smaller beast or
plant. The target must have either no Intelligence score or an
Intelligence of 3 or less. The target gains an Intelligence of
10. The target also gains the ability to speak one language you
know. If the target is a plant, it gains the ability to move its
limbs, roots, vines, creepers, and so forth, and it gains senses
similar to a humans. Your DM chooses statistics appropriate for
the awakened plant, such as the statistics for the awakened shrub
or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until
you or your companions do anything harmful to it. When the charmed
condition ends, the awakened creature chooses whether to remain
friendly to you, based on how you treated it while it was charmed.
"""
name = "Awaken"
level = 5
casting_time = "8 hours"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "an agate worth at least 1,000 gp, which the spell consumes"
duration = "instantaneous"
magic_school = "Transmutation"
classes = ('Bard', )
class Bane(Spell):
"""Up to three creatures of your choice that you can see within range
must make Charisma saving throws. Whenever a target that fails
this saving throw makes an attack roll or a saving throw before
the spell ends, the target must roll a d4 and subtract the number
rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you can target one additional creature for
each slot level above 1st.
"""
name = "Bane"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ("V", "S", "M")
materials = "a drop of blood"
duration = "Concentration, up to 1 minute"
magic_school = "Enchantment"
classes = ('Bard', 'Cleric', )
class BanishingSmite(Spell):
"""The next time you hit a creature with a weapon attack before this
spell ends, your weapon crackles with force, and the attack deals
an extra 5d10 force damage to the target. Additionally, if this
attack reduces the target to 50 hit points or fewer, you banish
it. If the target is native to a different plane of existence than
the one youre on, the target disappears, returning to its home
plane. If the target is native to the plane youre on, the
creature vanishes into a harmless demiplane. While there, the
target is incapacitated. It remains there until the spell ends, at
which point the target reappears in the space it left or in the
nearest unoccupied space if that space is occupied.
"""
name = "Banishing Smite"
level = 5
casting_time = "1 bonus action"
casting_range = "Self"
components = ("V", )
duration = "Concentration, up to 1 minute"
magic_school = "Abjuration"
classes = ('Paladin', )
class Banishment(Spell):
"""You attempt to send one creature that you can see within range to
another plane of existence. The target must succeed on a Charisma
saving throw or be banished.
If the target is native to the plane of existence you're on, you
banish the target to a harmless demiplane. While there, the target
is incapacitated. The target remains there until the spell ends,
at which point the target reappears in the space it left or in the
nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the
one you're on, the target is banished with a faint popping noise,
returning to its home plane. If the spell ends before 1 minute has
passed, the target reappears in the space it left or in the
nearest unoccupied space if that space is occupied. Otherwise, the
target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, you can target one additional creature for
each slot level above 4th.
"""
level = 4
name = "Banishment"
casting_time = "1 action"
casting_range = "60 ft"
components = ("V", "S", "M")
materials = "an item distasteful to the target"
duration = "1 minutes"
magic_school = "Abjuration"
classes = ('Cleric', 'Paladin', 'Sorceror', 'Warlock', 'Wizard')
class Barkskin(Spell):
"""You touch a willing creature. Until the spell ends, the target's
skin has a rough, bark-like appearance, and the target's AC can't
be less than 16, regardless of what kind of armor it is wearing.
"""
level = 2
name = "Barkskin"
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "a handful of oak bark"
duration = "1 hour"
magic_school = "Transmutation"
classes = ('Druid', 'Ranger')
class BeaconOfHope(Spell):
"""This spell bestows hope and vitality. Choose any number of
creatures within range. For the duration, each target has
advantage on Wisdom saving throws and death saving throws, and
regains the maximum number of hit points possible from any
healing.
"""
name = "Beacon of Hope"
level = 3
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S')
duration = "Concentration, up to 1 minute"
magic_school = "Abjuration"
classes = ('Cleric', )
class BestowCurse(Spell):
"""You touch a creature, and that creature must succeed on a Wisdom
saving throw or become cursed for the duration of the spell. When
you cast this spell, choose the nature of the curse from the
following options:
- Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made with that
ability score.
- While cursed, the target has disadvantage on attack rolls against
you.
- While cursed, the target must make a Wisdom saving throw at the
start of each of its turns. If it fails, it wastes its action
that turn doing nothing.
-While the target is cursed, your attacks and spells deal an extra
1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the GM's option, you may
choose an alternative curse effect, but it should be no more
powerful than those described above. The GM has final say on such
a curse's effect.
**At Higher Levels** If you cast this spell using a spell slot of
4th level or higher, the duration is concentration, up to 10
minutes. If you use a spell slot of 5th level or higher, the
duration is 8 hours. If you use a spell slot of 7th level or
higher, the duration is 24 hours. If you use a 9th level spell
slot, the spell lasts until it is dispelled. Using a spell slot of
5th level or higher grants a duration that doesn't require
concentration.
"""
level = 3
name = "Bestow Curse"
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S")
duration = "1 minute"
magic_school = "Necromancy"
classes = ('Bard', 'Cleric', 'Wizard')
class BlackTentacles(Spell):
"""Squirming, ebony tentacles fill a 20-foot square on ground that you
can see within range. For the duration, these tentacles turn the
ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a
turn or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 3d6 bludgeoning damage and be
restrained by the tentacles until the spell ends. A creature that
starts its turn in the area and is already restrained by the
tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make
a Strength or Dexterity check (its choice) against your spell save
DC. On a success, it frees itself.
"""
level = 4
name = "Black Tentacles"
casting_time = "1 action"
casting_range = "90 ft"
components = ("V", "S", "M")
duration = "1 minute"
magic_school = "Conjuration"
classes = ('Wizard', )
class BladeBarrier(Spell):
"""You create a vertical wall of whirling, razor-sharp blades made of
magical energy. The wall appears within range and lasts for the
duration. You can make a straight wall up to 100 feet long, 20
feet high, and 5 feet thick, or a ringed wall up to 60 feet in
diameter, 20 feet high, and 5 feet thick. The wall provides
three-quarters cover to creatures behind it, and its space is
difficult terrain. When a creature enters the walls area for the
first time on a turn or starts its turn there, the creature must
make a Dexterity saving throw. On a failed save, the creature
takes 6d10 slashing damage. On a successful save, the creature
takes half as much damage.
"""
name = "Blade Barrier"
level = 6
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 10 minutes"
magic_school = "Evocation"
classes = ()
class BladeWard(Spell):
"""You extend your hand and trace a sigil of warding in the air. Until
the end of your next turn, you have resistance against
bludgeoning, piercing, and slashing damage dealt by weapon
attacks.
"""
name = "Blade Ward"
level = 0
casting_time = "1 action"
components = ('V', 'S')
duration = "1 round"
magic_school = "Evocation"
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard')
class Bless(Spell):
"""You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 and add the number
rolled to the attack roll or saving throw. At Higher Levels. When
you cast this spell using a spell slot of 2nd level or higher, you
can target one additional creature for each slot level above
1st.
"""
name = "Bless"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = "a sprinkling of holy water"
duration = "Concentration, up to 1 minute"
magic_school = "Enchantment"
classes = ()
class Blight(Spell):
"""Necromantic energy washes over a creature of your choice that you
can see within range, draining moisture and vitality from it. The
target must make a Constitution saving throw. The target takes 8d8
necrotic damage on a failed save, or half as much damage on a
successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the
saving throw with disadvantage, and the spell deals maximum damage
to it.
If you target a nonmagical plant that isn't a creature, such as a
tree or shrub, it doesn't make a saving throw; it simply withers
and dies.
**At Higher Levels** When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each slot
level above 4th.
"""
name = "Blight"
level = 4
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S')
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
class BlindnessDeafness(Spell):
"""You can blind or deafen a foe. Choose one creature that you can see
within range to make a Constitution saving throw. If it fails, the
target is either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the target can make a
Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, you can target one additional creature for
each slot level above 2nd.
"""
name = "Blindness/Deafness"
magic_school = "Necromancy"
level = 2
casting_range = "30 feet"
components = ("V", )
duration = "1 minute"
classes = ('Wizard', )
class Blink(Spell):
"""Roll a d20 at the end of each of your turns for the duration of the
spell. On a roll of 11 or higher, you vanish from your current
plane of existence and appear in the Ethereal Plane (the spell
fails and the casting is wasted if you were already on that
plane). At the start of your next turn, and when the spell ends if
you are on the Ethereal Plane, you return to an unoccupied space
of your choice that you can see within 10 feet of the space you
vanished from. If no unoccupied space is available within that
range, you appear in the nearest unoccupied space (chosen at
random if more than one space is equally near). You can dismiss
this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you
originated from, which is cast in shades of gray, and you can't
see anything there more than 60 feet away. You can only affect and
be affected by other creatures on the Ethereal Plane. Creatures
that aren't there can't perceive you or interact with you, unless
they have the ability to do so.
"""
name = "Blink"
level = 3
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S')
duration = "1 minute"
magic_school = "Transmutation"
classes = ('Sorceror', 'Wizard')
class Blur(Spell):
"""Your body becomes blurred, shifting and wavering to all who can see
you. For the duration, any creature has disadvantage on attack
rolls against you. An attacker is immune to this effect if it
doesnt rely on sight, as with blindsight, or can see through
illusions, as with truesight.
"""
name = "Blur"
level = 2
casting_time = "1 action"
casting_range = 'Self'
components = ('V',)
materials = ""
duration = "Concentration, up to 1 minute"
magic_school = "Illusion"
classes = ()
class BurningHands(Spell):
"""As you hold your hands with thumbs touching and fingers spread, a
thin sheet of flames shoots forth from your outstretched
fingertips. Each creature in a 15-foot cone must make a Dexterity
saving throw. A creature takes 3d6 fire damage on a failed save,
or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't
being worn or carried.
**At Higher Levels.** When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d6 for each slot
level above 1st.
"""
name = "Burning Hands"
level = 1
casting_time = "1 action"
casting_range = "Self (15 foot cone)"
components = ("V", "S")
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Wizard', )
class CallLightning(Spell):
"""A storm cloud appears in the shape of a cylinder that is 10 feet tall with a
60-foot radius, centered on a point you can see 100 feet directly above
you. The spell fails if you can't see a point in the air where the storm
cloud could appear (for example, if you are in a room that can't
accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of
lightning flashes down from the cloud to that point. Each creature within 5
feet of that point must make a Dexterity saving throw. A creature takes
3d10 lightning damage on a failed save, or half as much damage on a
successful one. On each of your turns until the spell ends, you can use
your action to call down lightning in this way again, targeting the same
point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the
spell gives you control over the existing storm instead of creating a new
one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level
or higher level, the damage increases by 1d10 for each slot level above
3rd.
"""
name = "Call Lightning"
level = 3
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Up to 10 minutes"
magic_school = "Conjuration"
classes = ('Druid',)
class ChainLightning(Spell):
"""You create a bolt of lightning that arcs toward a target of your
choice that you can see within range. Three bolts then leap from
that target to as many as three other targets, each of which must
be within 30 feet of the first target. A target can be a creature
or an object and can be targeted by only one of the bolts. A
target must make a Dexterity saving throw. The target takes 10d8
lightning damage on a failed save, or half as much damage on a
successful one. At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, one additional bolt leaps from
the first target to another target for each slot level above
6th.
"""
name = "Chain Lightning"
level = 6
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class CharmPerson(Spell):
"""You attempt to charm a humanoid you can see within range. It must
make a Wisdom saving throw, and does so with advantage if you or
your companions are fighting it. If it fails the saving throw, it
is charmed by you until the spell ends or until you or your
companions do anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the creature
knows it was charmed by you. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher, you can target
one additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you target
them.
"""
name = "Charm Person"
level = 1
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "1 hour"
magic_school = "Enchantment"
classes = ()
class ChillTouch(Spell):
"""You create a ghostly, skeletal hand in the space of a creature
within range. Make a ranged spell attack including spell attack
bonus, against the creature to assail it with the chill of the
grave. On a hit, the target takes 1d8 necrotic damage, and it
can't regain hit points until the start of your next turn. Until
then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack
rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
"""
name = "Chill Touch"
level = 0
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
materials = ""
duration = "1 round"
magic_school = "Necromancy"
classes = ('Sorceror', 'Warlock', 'Wizard')
class ChromaticOrb(Spell):
"""You hurl a 4-inch-diameter sphere of energy at a creature that you
can see within range. You choose acid, cold, fire, lightning,
poison, or thunder for the type of orb you create, and then make a
ranged spell attack against the target. If the attack hits, the
creature takes 3d8 damage of the type you chose.
**At Higher Levels.** When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d8 for each slot
level above 1st.
"""
name = "Chromatic Orb"
level = 1
casting_time = "1 action"
casting_range = "90 feet"
components = ('V', 'S', 'M')
materials = "A diamond worth at least 50 gp"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Sorceror', 'Wizard')
class CircleOfDeath(Spell):
"""A sphere of negative energy ripples out in a 60-foot- radius sphere
from a point within range. Each creature in that area must make a
Constitution saving throw. A target takes 8d6 necrotic damage on a
failed save, or half as much damage on a successful one.
**At Higher Levels.** When you cast this spell using a spell slot of
7th level or higher, the damage increases by 2d6 for each slot
level above 6th.
"""
name = "Circle of Death"
level = 6
casting_time = "1 action"
casting_range = "150 feet"
components = ('V', 'S', 'M')
materials = "the powder of a crushed black pearl worth at least 500 gp"
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ('Sorceror', 'Warlock', 'Wizard')
class Clone(Spell):
"""This spell grows an inert duplicate of a living creature as a
safeguard against death. This clone forms inside a sealed vessel
and grows to full size and maturity after 120 days; you can also
choose to have the clone be a younger version of the same
creature. It remains inert and endures indefinitely, as long as
its vessel remains undisturbed.
At any time after the clone matures, if the original creature
dies, its soul transfers to the clone, provided that the soul is
free and willing to return. The clone is physically identical to
the original and has the same personality, memories, and
abilities, but none of the original's equipment. The original
creature's physical remains, if they still exist, become inert and
can't thereafter be restored to life, since the creature's soul is
elsewhere.
"""
name = "Clone"
level = 8
casting_time = "1 hour"
casting_range = "Touch"
components = ('V', 'S', "M")
materials = "a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water"
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ('Wizard',)
class Command(Spell):
"""You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or follow
the command on its next turn. The spell has no effect if the
target is undead, if it doesnt understand your language, or if
your command is directly harmful to it. Some typical commands and
their effects follow. You might issue a command other than one
described here. If you do so, the DM determines how the target
behaves. If the target cant follow your command, the spell
ends. Approach. The target moves toward you by the shortest and
most direct route, ending its turn if it moves within 5 feet of
you. Drop. The target drops whatever it is holding and then ends
its turn. Flee. The target spends its turn moving away from you by
the fastest available means. Grovel. The target falls prone and
then ends its turn. Halt. The target doesnt move and takes no
actions. A flying creature stays aloft, provided that it is able
to do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or higher, you can
affect one additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you target
them.
"""
name = "Command"
level = 1
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "1 round"
magic_school = "Enchantment"
classes = ()
class Commune(Spell):
"""You contact your deity or a divine proxy and ask up to three
questions that can be answered with a yes or no. You must ask your
questions before the spell ends. You receive a correct answer for
each question. Divine beings arent necessarily omniscient, so you
might receive “unclear” as an answer if a question pertains to
information that lies beyond the deitys knowledge. In a case
where a one-word answer could be misleading or contrary to the
deitys interests, the DM might offer a short phrase as an answer
instead. If you cast the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent chance for
each casting after the first that you get no answer. The DM makes
this roll in secret.
"""
name = "Commune"
level = 5
casting_time = "1 minute"
components = ('V', 'S', 'M')
materials = "incense and a vial of holy or unholy water"
duration = "1 minute"
magic_school = "Divination"
classes = ()
class ComprehendLanguages(Spell):
"""For the duration, you understand the literal meaning of any spoken
language that you hear. You also understand any written language
that you see, but you must be touching the surface on which the
words are written. It takes about 1 minute to read one page of
text. This spell doesnt decode secret messages in a text or a
glyph, such as an arcane sigil, that isnt part of a written
language.
"""
name = "Comprehend Languages"
level = 1
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a pinch of soot and salt"
duration = "1 hour"
magic_school = "Divination"
classes = ()
class ConeOfCold(Spell):
"""A blast of cold air erupts from your hands. Each creature in a
60-foot cone must make a Constitution saving throw. A creature
takes 8d8 cold damage on a failed save, or half as much damage on
a successful one. A creature killed by this spell becomes a frozen
statue until it thaws. At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.
"""
name = "Cone of Cold"
level = 5
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a small crystal or glass cone"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class Counterspell(Spell):
"""You attempt to interrupt a creature in the process of casting a
spell. If the creature is casting a spell of 3rd level or lower,
its spell fails and has no effect. If it is casting a spell of 4th
level or higher, make an ability check using your spellcasting
ability. The DC equals 10 + the spells level. On a success, the
creatures spell fails and has no effect. At Higher Levels. When
you cast this spell using a spell slot of 4th level or higher, the
interrupted spell has no effect if its level is less than or equal
to the level of the spell slot you used.
"""
name = "Counterspell"
level = 3
casting_time = "1 reaction, which you take when you see a creature within 60 feet of you casting a spell"
components = ('S',)
materials = ""
duration = "Instantaneous"
magic_school = "Abjuration"
classes = ()
class CreateOrDestroyWater(Spell):
"""You either create or destroy water.
**Create Water.** You create up to 10 gallons of clean water
within range in an open container. Alternatively, the water falls
as rain in a 30-foot cube within range, extinguishing exposed
flames in the area.
**Destroy Water.** You destroy up to 10 gallons of water in an open
container within range. Alternatively, you destroy fog in a
30-foot cube within range.
**At Higher Levels.** When you cast this spell using a spell slot
of 2nd level or higher, you create or destroy 10 additional
gallons of water, or the size of the cube increases by 5 feet, for
each slot level above 1st.
"""
level = 1
name = "Create or Destroy Water"
casting_time = "1 action"
casting_range = "30 ft (30 ft cube)"
components = ("V", "S", "M")
materials = "a drop of water if creating water or a few grains of sand if destroying it"
duration = "instantaneous"
magic_school = "Transmutation"
classes = ('Cleric', 'Druid')
class CreateUndead(Spell):
"""You can cast this spell only at night. Choose up to three corpses
of Medium or Small humanoids within range. Each corpse becomes a
ghoul under your control. (The GM has game statistics for these
creatures.)
As a bonus action on each of your turns, you can mentally command
any creature you animated with this spell if the creature is
within 120 feet of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the same
command to each one). You decide what action the creature will
take and where it will move during its next turn, or you can issue
a general command, such as to guard a particular chamber or
corridor. If you issue no commands, the creature only defends
itself against hostile creatures. Once given an order, the
creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it
stops obeying any command you have given it. To maintain control
of the creature for another 24 hours, you must cast this spell on
the creature before the current 24-hour period ends. This use of
the spell reasserts your control over up to three creatures you
have animated with this spell, rather than animating new ones.
**At Higher Levels.** When you cast this spell using a 7th-level spell
slot, you can animate or reassert control over four ghouls. When
you cast this spell using an 8th-level spell slot, you can animate
or reassert control over five ghouls or two ghasts or wights. When
you cast this spell using a 9th-level spell slot, you can animate
or reassert control over six ghouls, three ghasts or wights, or
two mummy(ies).
"""
name = "Create Undead"
level = 6
casting_time = "1 minute"
casting_range = "10 feet"
components = ('V', 'S', 'M')
materials = "one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse"
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ('Cleric', 'Warlock', 'Wizard', )
class CureWounds(Spell):
"""A creature you touch regains a number of hit points equal to
``1d8`` + your spellcasting ability modifier. This spell has no
effect on undead or constructs. At Higher Levels. When you cast
this spell using a spell slot of 2nd level or higher, the healing
increases by ``1d8`` for each slot level above 1st.
"""
name = "Cure Wounds"
level = 1
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class DancingLights(Spell):
"""You create up to four torch-sized lights within range, making them
appear as torches, lanterns, or glowing orbs that hover in the air
for the duration. You can also combine the four lights into one
glowing vaguely humanoid form of Medium size. Whichever form you
choose, each light sheds dim light in a 10-foot radius. As a bonus
action on your turn, you can move the lights up to 60 feet to a
new spot within range. A light must be within 20 feet of another
light created by this spell, and a light winks out if it exceeds
the spells range.
"""
name = "Dancing Lights"
level = 0
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = "a bit of phosphorus or wychwood, or a glowworm"
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ('Bard', 'Sorceror', 'Wizard')
class Darkness(Spell):
"""Magical darkness spreads from a point you choose within range to
fill a 15-foot-radius sphere for the duration. The darkness
spreads around corners. A creature with darkvision cant see
through this darkness, and nonmagical light cant illuminate
it. If the point you choose is on an object you are holding or one
that isnt being worn or carried, the darkness emanates from the
object and moves with it. Completely covering the source of the
darkness with an opaque object, such as a bowl or a helm, blocks
the darkness. If any of this spells area overlaps with an area of
light created by a spell of 2nd level or lower, the spell that
created the light is dispelled.
"""
name = "Darkness"
level = 2
casting_time = "1 action"
components = ('V', 'M')
materials = "bat fur and a drop of pitch or piece of coal"
duration = "Concentration, up to 10 minutes"
magic_school = "Evocation"
classes = ()
class DeathWard(Spell):
"""You touch a creature and grant it a measure of protection from
death. The first time the target would drop to 0 hit points as a
result of taking damage, the target instead drops to 1 hit point,
and the spell ends. If the spell is still in effect when the
target is subjected to an effect that would kill it
instantaneously without dealing damage, that effect is instead
negated against the target, and the spell ends.
"""
name = "Death Ward"
level = 4
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "8 hours"
magic_school = "Abjuration"
classes = ()
class DelayedBlastFireball(Spell):
"""A beam of yellow light flashes from your pointing finger, then
condenses to linger at a chosen point within range as a glowing
bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the bead
blossoms with a low roar into an explosion of flame that spreads
around corners. Each creature in a 20-foot-radius sphere centered
on that point must make a Dexterity saving throw. A creature takes
fire damage equal to the total accumulated damage on a failed
save, or half as much damage on a successful one. The spells base
damage is 12d6. If at the end of your turn the bead has not yet
detonated, the damage increases by 1d6. If the glowing bead is
touched before the interval has expired, the creature touching it
must make a Dexterity saving throw. On a failed save, the spell
ends immediately, causing the bead to erupt in flame. On a
successful save, the creature can throw the bead up to 40
feet. When it strikes a creature or a solid object, the spell
ends, and the bead explodes. The fire damages objects in the area
and ignites flammable objects that arent being worn or
carried. At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the base damage increases by 1d6 for
each slot level above 7th.
"""
name = "Delayed Blast Fireball"
level = 7
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a tiny ball of bat guano and sulfur"
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ()
class DetectMagic(Spell):
"""For the duration, you sense the presence of magic within 30 feet of
you. If you sense magic in this way, you can use your action to
see a faint aura around any visible creature or object in the area
that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt.
"""
name = "Detect Magic"
level = 1
casting_time = "1 action"
casting_range = "Self (30 feet)"
components = ("V", "S")
duration = "Concentration, Up to 10 minutes"
ritual = True
magic_school = "Divination"
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger', 'Sorceror', 'Wizard', )
class DetectPoisonAndDisease(Spell):
"""For the duration, you can sense the presence and location of poisons,
poisonous creatures, and diseases within 30 feet of you. You also identify
the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
"""
name = "Detect Poison and Disease"
level = 1
casting_time = '1 action'
casting_range = "Self (30 feet)"
components = ("V", "S", "M")
materials = "a yew leaf"
magic_school = "Divination"
classes = ("Cleric", 'Druid', 'Paladin', 'Ranger')
class DimensionDoor(Spell):
"""You teleport yourself from your current location to any other spot
within range. You arrive at exactly the spot desired. It can be a
place you can see, one you can visualize, or one you can describe
by stating distance and direction, such as “200 feet straight
downward” or “upward to the northwest at a 45-degree angle, 300
feet.” You can bring along objects as long as their weight doesnt
exceed what you can carry. You can also bring one willing creature
of your size or smaller who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of you when you cast
this spell. If you would arrive in a place already occupied by an
object or a creature, you and any creature traveling with you each
take 4d6 force damage, and the spell fails to teleport you.
"""
name = "Dimension Door"
level = 4
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ()
class DisguiseSelf(Spell):
"""You make yourself—including your clothing, armor, weapons, and
other belongings on your person—look different until the spell
ends or until you use your action to dismiss it. You can seem 1
foot shorter or taller and can appear thin, fat, or in
between. You cant change your body type, so you must adopt a form
that has the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you. The changes wrought by this
spell fail to hold up to physical inspection. For example, if you
use this spell to add a hat to your outfit, objects pass through
the hat, and anyone who touches it would feel nothing or would
feel your head and hair. If you use this spell to appear thinner
than you are, the hand of someone who reaches out to touch you
would bump into you while it was seemingly still in midair. To
discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
"""
name = "Disguise Self"
level = 1
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "1 hour"
magic_school = "Illusion"
classes = ()
class Disintegrate(Spell):
"""A thin green ray springs from your pointing finger to a target that
you can see within range. The target can be a creature, an object,
or a creation of magical force, such as the wall created by wall
of force. A creature targeted by this spell must make a Dexterity
saving throw. On a failed save, the target takes 10d6 + 40 force
damage. If this damage reduces the target to 0 hit points, it is
disintegrated. A disintegrated creature and everything it is
wearing and carrying, except magic items, are reduced to a pile of
fine gray dust. The creature can be restored to life only by means
of a true resurrection or a wish spell. This spell automatically
disintegrates a Large or smaller nonmagical object or a creation
of magical force. If the target is a Huge or larger object or
creation of force, this spell disintegrates a 10-foot-cube portion
of it. A magic item is unaffected by this spell. At Higher
Levels. When you cast this spell using a spell slot of 7th level
or higher, the damage increases by 3d6 for each slot level above
6th.
"""
name = "Disintegrate"
level = 6
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a lodestone and a pinch of dust"
duration = "Instantaneous"
magic_school = "Transmutation"
classes = ()
class DispelMagic(Spell):
"""Choose one creature, object, or magical effect within range. Any
spell of 3rd level or lower on the target ends. For each spell of
4th level or higher on the target, make an ability check using
your spellcasting ability. The DC equals 10 + the spells
level. On a successful check, the spell ends. At Higher
Levels. When you cast this spell using a spell slot of 4th level
or higher, you automatically end the effects of a spell on the
target if the spells level is equal to or less than the level of
the spell slot you used.
"""
name = "Dispel Magic"
level = 3
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Abjuration"
classes = ()
class Divination(Spell):
"""Your magic and an offering put you in contact with a god or a gods
servants. You ask a single question concerning a specific goal,
event, or activity to occur within 7 days. The DM offers a
truthful reply. The reply might be a short phrase, a cryptic
rhyme, or an omen. The spell doesnt take into account any
possible circumstances that might change the outcome, such as the
casting of additional spells or the loss or gain of a
companion. If you cast the spell two or more times before
finishing your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a random
reading. The DM makes this roll in secret.
"""
name = "Divination"
level = 4
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes"
duration = "Instantaneous"
magic_school = "Divination"
classes = ()
class DominateMonster(Spell):
"""You attempt to beguile a creature that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the
duration. If you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw. While the
creature is charmed, you have a telepathic link with it as long as
the two of you are on the same plane of existence. You can use
this telepathic link to issue commands to the creature while you
are conscious (no action required), which it does its best to
obey. You can specify a simple and general course of action, such
as “Attack that creature,” “Run over there,” or “Fetch that
object.” If the creature completes the order and doesnt 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 doesnt do
anything that you dont allow it to do. During this time, you can
also cause the creature to use a reaction, but this requires you
to use your own reaction as well. Each time the target takes
damage, it makes a new Wisdom saving throw against the spell. If
the saving throw succeeds, the spell ends. At Higher Levels. When
you cast this spell with a 9th-level spell slot, the duration is
concentration, up to 8 hours.
"""
name = "Dominate Monster"
level = 8
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 1 hour"
magic_school = "Enchantment"
classes = ()
class DominatePerson(Spell):
"""You attempt to beguile a humanoid that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the
duration. If you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw. While the
target is charmed, you have a telepathic link with it as long as
the two of you are on the same plane of existence. You can use
this telepathic link to issue commands to the creature while you
are conscious (no action required), which it does its best to
obey. You can specify a simple and general course of action, such
as “Attack that creature,” “Run over there,” or “Fetch that
object.” If the creature completes the order and doesnt 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 doesnt do
anything that you dont allow it to do. During this time you can
also cause the creature to use a reaction, but this requires you
to use your own reaction as well. Each time the target takes
damage, it makes a new Wisdom saving throw against the spell. If
the saving throw succeeds, the spell ends. At Higher Levels. When
you cast this spell using a 6th-level spell slot, the duration is
concentration, up to 10 minutes. When you use a 7th-level spell
slot, the duration is concentration, up to 1 hour. When you use a
spell slot of 8th level or higher, the duration is concentration,
up to 8 hours.
"""
name = "Dominate Person"
level = 5
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 1 minute"
magic_school = "Enchantment"
classes = ()
class Dream(Spell):
"""This spell shapes a creatures dreams. Choose a creature known to
you as the target of this spell. The target must be on the same
plane of existence as you. Creatures that dont sleep, such as
elves, cant be contacted by this spell. You, or a willing
creature you touch, enters a trance state, acting as a
messenger. While in the trance, the messenger is aware of his or
her surroundings, but cant take actions or move. If the target is
asleep, the messenger appears in the targets dreams and can
converse with the target as long as it remains asleep, through the
duration of the spell. The messenger can also shape the
environment of the dream, creating landscapes, objects, and other
images. The messenger can emerge from the trance at any time,
ending the effect of the spell early. The target recalls the dream
perfectly upon waking. If the target is awake when you cast the
spell, the messenger knows it, and can either end the trance (and
the spell) or wait for the target to fall asleep, at which point
the messenger appears in the targets dreams. You can make the
messenger appear monstrous and terrifying to the target. If you
do, the messenger can deliver a message of no more than ten words
and then the target must make a Wisdom saving throw. On a failed
save, echoes of the phantasmal monstrosity spawn a nightmare that
lasts the duration of the targets sleep and prevents the target
from gaining any benefit from that rest. In addition, when the
target wakes up, it takes 3d6 psychic damage. If you have a body
part, lock of hair, clipping from a nail, or similar portion of
the targets body, the target makes its saving throw with
disadvantage.
"""
name = "Dream"
level = 5
casting_time = "1 minute"
components = ('V', 'S', 'M')
materials = "a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird"
duration = "8 hours"
magic_school = "Illusion"
classes = ()
class Druidcraft(Spell):
"""You create one of the following effects within range:
- You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.
- You make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.
- You light or put out a small flame.
"""
level = 0
name = "Druidcraft"
casting_time = "1 action"
casting_range = "30 ft"
components = ("V", "S")
materials = ""
duration = "instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ('Druid')