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2024 lines
84 KiB
Python
2024 lines
84 KiB
Python
from .spells import Spell
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class AcidArrow(Spell):
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"""A shimmering green arrow streaks toward a target within range and
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bursts in a spray of acid. Make a ranged spell attack against the
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target. On a hit, the target takes 4d4 acid damage immediately and
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2d4 acid damage at the end of its next turn. On a miss, the arrow
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splashes the target with acid for half as much of the initial
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damage and no damage at the end of its next turn.
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At Higher Levels. When you cast this spell using a spell slot of
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3rd level or higher, the damage (both initial and later) increases
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by 1d4 for each slot level above 2nd.
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"""
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level = 2
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name = "Acid Arrow"
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casting_time = "1 action"
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casting_range = "90 ft"
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components = ("V", "S", "M")
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duration = "instantaneous"
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magic_school = "Evocation"
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classes = ('Wizard',)
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class AcidSplash(Spell):
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"""You hurl a bubble of acid. Choose one creature within range, or
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choose two creatures within range that are within 5 feet of each
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other. A target must succeed on a Dexterity saving throw or take
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1d6 acid damage.
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This spell's damage increases by 1d6 when you reach 5th level
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(2d6), 11th level (3d6), and 17th level (4d6).
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"""
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name = "Acid Splash"
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level = 0
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magic_school = "Conjuration"
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classes = ('Sorceror', 'Wizard', )
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class Aid(Spell):
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"""Your spell bolsters your allies with toughness and resolve. Choose
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up to three creatures within range. Each target’s hit point
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maximum and current hit points increase by 5 for the duration.
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At Higher Levels: When you cast this spell using a spell slot of
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3rd level or higher, a target’s hit points increase by an
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additional 5 for each slot level above 2nd.
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"""
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name = "Aid"
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level = 2
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A tiny strip of white cloth"
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duration = "8 hours"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin', )
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class Alarm(Spell):
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"""You set an alarm against unwanted intrusion. Choose a door, a
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window, or an area within range that is no larger than a 20-foot
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cube. Until the spell ends, an alarm alerts you whenever a Tiny or
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larger creature touches or enters the warded area. When you cast
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the spell, you can designate creatures that won’t set off the
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alarm. You also choose whether the alarm is mental or audible. A
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mental alarm alerts you with a ping in your mind if you are within
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1 mile of the warded area. This ping awakens you if you are
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sleeping. An audible alarm produces the sound of a hand bell for
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10 seconds within 60 feet.
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"""
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name = "Alarm"
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level = 1
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casting_time = "1 minute"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A tiny bell and a piece of fine silver wire."
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duration = "8 hours"
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magic_school = "Abjuration"
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classes = ('Ranger', 'Wizard')
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class AlterSelf(Spell):
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"""You assume a different form. When you cast the spell, choose one of
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the following options, the effects of which last for the duration
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of the spell. While the spell lasts, you can end one option as an
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action to gain the benefits of a different one.
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*Aquatic Adaptation*: You adapt your body to an aquatic environment,
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sprouting gills and growing webbing between your fingers. You can
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breathe underwater and gain a swimming speed equal to your walking
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speed.
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*Change Appearance*: You transform your appearance. You decide
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what you look like, including your height, weight, facial
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features, sound of your voice, hair length, coloration, and
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distinguishing characteristics, if any. You can make yourself
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appear as a member of another race, though none of your statistics
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change. You also can't appear as a creature of a different size
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than you, and your basic shape stays the same; if you're bipedal,
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you can't use this spell to become quadrupedal, for instance. At
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any time for the duration of the spell, you can use your action to
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change your appearance in this way again.
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*Natural Weapons*: You grow claws, fangs, spines, horns, or a
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different natural weapon of your choice. Your unarmed strikes deal
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1d6 bludgeoning, piercing, or slashing damage, as appropriate to
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the natural weapon you chose, and you are proficient with your
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unarmed strikes. Finally, the natural weapon is magic and you have
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a +1 bonus to the attack and damage rolls you make using it.
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"""
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name = "Alter Self"
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level = 2
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casting_time = "1 action"
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casting_range = "self"
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components = ("V", "S")
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duration = "Concentration, up to 1 hour"
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magic_school = "Transmutation"
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classes = ('Sorceror', 'Wizard', 'Warlock')
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class AnimalFriendship(Spell):
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"""This spell lets you convince a beast that you mean it no
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harm. Choose a beast that you can see within range. It must see
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and hear you. If the beast’s Intelligence is 4 or higher, the
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spell fails. Otherwise, the beast must succeed on a Wisdom saving
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throw or be charmed by you for the spell’s duration. If you or one
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of your companions harms the target, the spell ends.
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*At Higher Levels*: When you cast this spell using a spell slot of
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2nd level or higher, you can affect one additional beast for each
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slot level above 1st.
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"""
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name = "Animal Friendship"
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level = 1
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A morsel of food"
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duration = "24 hours"
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Ranger')
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class AnimalMessenger(Spell):
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"""By means of this spell, you use an animal to deliver a
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message. Choose a Tiny beast you can see with in range, such as a
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squirrel, a blue jay, or a bat. You specify a location , which you
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must have visited, and a recipient who matches a general
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description , such as “a man or woman dressed in the uniform of
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the town guard” or “a red-haired dwarf wearing a pointed hat.” You
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also speak a message of up to twenty-five words. The target beast
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travels for the duration of the spell toward the specified
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location, covering about 50 miles per 24 hours for a flying
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messenger, or 25 miles for other animals.
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When the messenger arrives, it delivers your message to the
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creature that you described, replicating the sound of your
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voice. The messenger speaks only to a creature matching the
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description you gave. If the messenger doesn’t reach its
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destination before the spell ends, the message is lost, and the
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beast makes its way back to where you cast this spell.
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At Higher Levels: If you cast this spell using a spell slot of 3rd
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level or higher, the duration of the spell increases by 48 hours
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for each slot level above 2nd.
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"""
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name = "Animal Messenger"
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level = 2
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S", "M")
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materials = "A morsel of food"
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duration = "24 hours"
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Ranger')
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class AnimalShapes(Spell):
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"""Your magic turns others into beasts. Choose any number of willing
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creatures that you can see within range. You transform each target
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into the form of a Large or smaller beast with a challenge rating
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of 4 or lower. On subsequent turns, you can use your action to
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transform affected creatures into new forms.
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The transformation lasts for the duration for each target, or
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until the target drops to 0 hit points or dies. You can choose a
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different form for each target. A target’s game statistics are
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replaced by the statistics of the chosen beast, though the target
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retains its alignment and Intelligence, Wisdom and Charisma
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scores. The target assumes the hit points of its new form, and
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when it reverts to its normal form, it returns to the number of
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hit points it had before it transformed. If it reverts as a result
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of dropping to 0 hit points, any excess damage carries over to its
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normal form. As long as the excess damage doesn't reduce the
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creature’s normal form to 0 hit points, it isn't knocked
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unconscious. The creature is limited in the actions it can perform
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by the nature of its new form, and it can’t speak or cast spells.
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The target’s gear melds into the new form. The target can’t
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activate, wield, or otherwise benefit from any of its equipment.
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"""
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name = "Animal Shapes"
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level = 8
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casting_time = "1 action"
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casting_range = "30 ft"
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components = ("V", "S")
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duration = "Concentration, up to 24 hours"
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magic_school = "Transmutation"
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classes = ('Druid',)
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class AnimateDead(Spell):
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"""This spell creates an undead servant. Choose a pile of bones or a
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corpse of a medium or small humanoid within range. Your spell
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imbues the target with a foul mimicry of life, raising it as an
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undead creature. The target becomes a skeleton if you chose bones
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or a zombie if you chose a corpse (the DM has the creature’s game
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statistics).
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On each of your turns, you can use a bonus action to mentally
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command any creature you made with this spell if the creature is
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within 60 feet of you (if you control multiple creatures, you can
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command any or all of them at the same time, issuing the same
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command to each one). You decide what action the creature will
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take and where it will move during its next turn, or you can issue
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a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends
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itself against hostile creatures. Once given an order, the
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creature continues to follow it until its task is complete.
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The creature is under your control for 24 hours, after which it
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stops obeying any command you’ve given it. To maintain control of
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the creature for another 24 hours, you must cast this spell on the
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creature again before the current 24-hour period ends. This use of
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the spell reasserts your control over up to four creatures you
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have animated with this spell, rather than animating a new one.
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At Higher Levels. When you cast this spell using a spell slot of
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4th level or higher, you animate or reassert control over two
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additional undead creatures for each slot level above 3rd. Each of
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the creatures must come from a different corpse or pile of bones.
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"""
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name = "Animate Dead"
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level = 3
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casting_time = "1 minute"
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casting_range = "10 ft"
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components = ("V", "S", "M")
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materials = "A drop of blood, a piece of flesh and a pinch of bone dust"
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duration = "instantaneous"
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magic_school = "Necromancy"
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classes = ('Cleric', 'Wizard', 'Paladin')
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class AnimateObjects(Spell):
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"""Objects come to life at your command. Choose up to ten nonmagical
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objects within range that are not being worn or carried. Medium
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targets count as two objects, Large targets count as four objects,
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Huge targets count as eight objects. You can’t animate any object
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larger than Huge. Each target animates and becomes a creature
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under your control until the spell ends or until reduced to 0 hit
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points.
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As a bonus action, you can mentally command any creature you made
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with this spell if the creature is within 500 feet of you (if you
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control multiple creatures, you can command any or all of them at
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the same time, issuing the same command to each one). You decide
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what action the creature will take and where it will move during
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its next turn, or you can issue a general command, such as to
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guard a particular chamber or corridor. If you issue no commands,
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the creature only defends itself against hostile creatures. Once
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given an order, the creature continues to follow it until its task
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is complete.
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**Animated Object Statistics**
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Size HP AC Attack Str Dex
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---- -- -- ------ --- ---
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Tiny 20 18 +8 to hit, 1D4+4 damage 4 18
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Small 25 16 +6 to hit, 1D8+2 damage 6 14
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Medium 40 13 +5 to hit, 2D6+1 damage 10 12
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Large 50 10 +6 to hit, 2D10+2 damage 14 10
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Huge 80 10 +8 to hit, 2D12+4 damage 18 6
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An animated object is a construct with AC, hit points, attacks,
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Strength, and Dexterity determined by its size. Its Constitution
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is 10 and its Intelligence and Wisdom are 3, and its Charisma is
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1. Its speed is 30 feet; if the object lacks legs or other
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appendages it can use for locomotion, it instead has a flying
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speed of 30 feet and can hover. If the object is securely attached
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to a surface or a larger object, such as a chain bolted to a wall,
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its speed is 0. It has blindsight with a radius of 30 feet and is
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blind beyond that distance. When the animated object drops to 0
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hit points, it reverts to its original object form, and any
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remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee
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attack against a creature within 5 feet of it. It makes a slam
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attack with an attack bonus and bludgeoning damage determined by
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its size. The DM might rule that a specific object inflicts
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slashing or piercing damage based on its form.
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*At Higher Levels*: If you cast this spell using a spell slot of
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6th level or higher, you can animate two additional objects for
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each slot level above 5th.
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"""
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name = "Animate Objects"
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level = 5
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casting_time = "1 action"
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casting_range = "120 ft"
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components = ("V", "S")
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duration = "Concentration, up to 1 minute."
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magic_school = "Transmutation"
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classes = ('Bard', 'Sorceror', 'Wizard')
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class AntilifeShell(Spell):
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"""A shimmering barrier extends out from you in a 10-foot radius and
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moves with you, remaining centered on you and hedging out
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creatures other than undead and constructs. The barrier lasts for
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the duration. The barrier prevents an affected creature from
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passing or reaching through. An affected creature can cast spells
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or make attacks with ranged or reach weapons through the
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barrier. If you move so that an affected creature is forced to
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pass through the barrier, the spell ends.
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"""
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name = "Antilife Shell"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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components = ("V", "S")
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ('Druid', )
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class AntimagicField(Spell):
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"""A 10-foot-radius invisible sphere of antimagic surrounds you. This
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area is divorced from the magical energy that suffuses the
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multiverse. Within the sphere, spells can’t be cast, summoned
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creatures disappear, and even magic items become mundane. Until
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the spell ends, the sphere moves with you, centered on you.
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Spells and other magical effects, except those created by an
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artifact or a deity, are suppressed in the sphere and can’t
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protrude into it. A slot expended to cast a suppressed spell is
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consumed. While an effect is suppressed, it doesn’t function, but
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the time it spends suppressed counts against its duration.
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**Targeted Effects** Spells and other magical effects, such as Magic
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Missile and Charm Person, that target a creature or an object in
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the sphere have no effect on that target.
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**Areas of Magic** The area of another spell or magical effect,
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such as Fireball, can’t extend into the sphere. If the sphere
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overlaps an area of magic, the part of the area that is covered by
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the sphere is suppressed. For example, the flames created by a
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Wall of Fire are suppressed within the sphere, creating a gap in
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the wall if the overlap is large enough.
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**Spells** Any active spell or other magical effect on a creature
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or an object in the sphere is suppressed while the creature or
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object is in it.
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**Magic Items** The properties and powers of magic items are
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suppressed in the sphere. For example, a + 1 longsword in the
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sphere functions as a nonmagical longsword.
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A magic weapon’s properties and powers are suppressed if it is
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used against a target in the sphere or wielded by an attacker in
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the sphere. If a magic weapon or a piece of magic ammunition fully
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leaves the sphere (for example, if you fire a magic arrow or throw
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a magic spear at a target outside the sphere), the magic of the
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item ceases to be suppressed as soon as it exits.
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**Magical Travel** Teleportation and planar travel fail to work in
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the sphere, whether the sphere is the destination or the departure
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point for such magical travel. A portal to another location,
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world, or plane of existence, as well as an opening to an
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extradimensional space such as that created by the Rope Trick
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spell, temporarily closes while in the sphere.
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**Creatures and Objects** A creature or object summoned or created
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by magic temporarily winks out of existence in the sphere. Such a
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creature instantly reappears once the space the creature occupied
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is no longer within the sphere.
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**Dispel Magic** Spells and magical effects such as Dispel Magic
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have no effect on the sphere. Likewise, the spheres created by
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different antimagic field spells don’t nullify each other.
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"""
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name = "Antimagic Field"
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level = 8
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casting_time = "1 action"
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casting_range = "10-foot-radius sphere"
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components = ("V", "S", "M")
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materials = "A pinch of powdered iron or iron filings"
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Wizard')
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class AntipathySympathy(Spell):
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"""This spell attracts or repels creatures of your choice. You target
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something within range, either a Huge or smaller object or
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creature or an area that is no larger than a 200-foot cube. Then
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specify a kind of intelligent creature, such as red dragons,
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goblins, or vampires. You invest the target with an aura that
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either attracts or repels the specified creatures for the
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duration. Choose antipathy or sympathy as the aura’s effect.
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**Antipathy** The enchantment causes creatures of the kind you
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designated to feel an intense urge to leave the area and avoid the
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target. When such a creature can see the target or comes within 60
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feet of it, the creature must succeed on a Wisdom saving throw or
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become frightened. The creature remains frightened while it can
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see the target or is within 60 feet of it. While frightened by the
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target, the creature must use its movement to move to the nearest
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safe spot from which it can’t see the target. If the creature
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moves more than 60 feet from the target and can’t see it, the
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creature is no longer frightened, but the creature becomes
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frightened again if it regains sight of the target or moves within
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60 feet of it.
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**Sympathy** The enchantment causes the specified creatures to
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feel an intense urge to approach the target while within 60 feet
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of it or able to see it. When such a creature can see the target
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or comes within 60 feet of it, the creature must succeed on a
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Wisdom saving throw or use its movement on each of its turns to
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enter the area or move within reach of the target. When the
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creature has done so, it can’t willingly move away from the
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target. If the target damages or otherwise harms an affected
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creature, the affected creature can make a Wisdom saving throw to
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end the effect, as described below.
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**Ending the Effect** If an affected creature ends its turn while
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not within 60 feet of the target or able to see it, the creature
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makes a Wisdom saving throw. On a successful save, the creature is
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no longer affected by the target and recognizes the feeling of
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repugnance or attraction as magical. In addition, a creature
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affected by the spell is allowed another Wisdom saving throw every
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24 hours while the spell persists. A creature that successfully
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saves against this effect is immune to it for 1 minute, after
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which time it can be affected again.
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"""
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name = "Antipathy/Sympath"
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level = 8
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casting_time = "1 hour"
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casting_range = "60 ft"
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components = ("V", "S", "M")
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materials = "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect"
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duration = "instantaneous"
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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 can’t enter another plane of existence. A solid
|
||
barrier blocks the eye’s 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 can’t 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 doesn’t need food or air and doesn’t 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 creature’s
|
||
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 creature’s 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 aren’t especially good or bad
|
||
|
||
The spell doesn’t 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 can’t 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) can’t
|
||
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 human’s. 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 you’re on, the target disappears, returning to its home
|
||
plane. If the target is native to the plane you’re 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 wall’s 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
|
||
doesn’t 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 doesn’t 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 can’t 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 doesn’t 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 aren’t necessarily omniscient, so you
|
||
might receive “unclear” as an answer if a question pertains to
|
||
information that lies beyond the deity’s knowledge. In a case
|
||
where a one-word answer could be misleading or contrary to the
|
||
deity’s 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 doesn’t decode secret messages in a text or a
|
||
glyph, such as an arcane sigil, that isn’t 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 spell’s level. On a success, the
|
||
creature’s 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 spell’s 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 can’t see
|
||
through this darkness, and nonmagical light can’t illuminate
|
||
it. If the point you choose is on an object you are holding or one
|
||
that isn’t 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 spell’s 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 spell’s 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 aren’t 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 doesn’t
|
||
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 can’t 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 spell’s
|
||
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 spell’s 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 god’s
|
||
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 doesn’t 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 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 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 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 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 creature’s 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 don’t sleep, such as
|
||
elves, can’t 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 can’t take actions or move. If the target is
|
||
asleep, the messenger appears in the target’s 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 target’s 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 target’s 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 target’s 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')
|
||
|
||
|