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dungeon-sheets/dungeonsheets/spells/spells_s_u.py
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from .spells import Spell
class SacredFlame(Spell):
"""Flame-like radiance descends on a creature that you can see within
range. The target must succeed on a Dexterity saving throw or take
1d8 radiant damage. The target gains no benefit from cover for
this saving throw. The spells damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
"""
name = "Sacred Flame"
level = 0
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class Sanctuary(Spell):
"""You ward a creature within range against attack. Until the spell
ends, any creature who targets the warded creature with an attack
or a harmful spell must first make a Wisdom saving throw. On a
failed save, the creature must choose a new target or lose the
attack or spell. This spell doesnt protect the warded creature
from area effects, such as the explosion of a fireball. If the
warded creature makes an attack or casts a spell that affects an
enemy creature, this spell ends.
"""
name = "Sanctuary"
level = 1
casting_time = "1 bonus action"
components = ('V', 'S', 'M')
materials = "a small silver mirror"
duration = "1 minute"
magic_school = "Abjuration"
classes = ()
class Shillelagh(Spell):
"""The wood of a club or quarterstaff you are holding is imbued with
nature's power. For the duration, you can use your spellcasting
ability instead of Strength for the attack and damage rolls of
melee attacks using that weapon, and the weapon's damage die
becomes a ``d8``. The weapon also becomes magical, if it isn't
already. The spell ends if you cast it again or if you let go of
the weapon.
"""
level = 0
name = "Shillelagh"
casting_time = "1 bonus action"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "mistletoe, a shamrock leaf, and a club or quarterstaff"
duration = "1 minute"
ritual = False
magic_school = "Transmutation"
classes = ('Druid')
class Shatter(Spell):
"""A sudden loud ringing noise, painfully intense, erupts from a point
of your choice within range. Each creature in a 10-foot-radius
sphere centered on that point must make a Constitution saving
throw. A creature takes 3d8 thunder damage on a failed save, or
half as much damage on a successful one. A creature made of
inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw. A nonmagical object that isnt
being worn or carried also takes the damage if its in the spells
area. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.
"""
name = "Shatter"
level = 2
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a chip of mica"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class Shield(Spell):
"""An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage
from magic missile.
"""
name = "Shield"
level = 1
casting_time = "1 reaction"
casting_range = "Self"
components = ("V", "S", )
duration = "1 round"
magic_school = "Abjuration"
classes = ('Sorceror', 'Wizard', )
class ShieldOfFaith(Spell):
"""A shimmering field appears and surrounds a creature of your choice
within range, granting it a +2 bonus to AC for the duration.
"""
name = "Shield of Faith"
level = 1
casting_time = "1 bonus action"
components = ('V', 'S', 'M')
materials = "a small parchment with a bit of holy text written on it"
duration = "Concentration, up to 10 minutes"
magic_school = "Abjuration"
classes = ()
class ShockingGrasp(Spell):
"""Lightning springs from your hand to deliver a shock to a creature
you try to touch. Make a melee spell attack against the
target. You have advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target takes 1d8
lightning damage, and it can't take reactions until the start of
its next turn.
The spell's damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
"""
name = "Shocking Grasp"
level = 0
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S", )
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Sorceror', 'Wizard', )
class Silence(Spell):
"""For the duration, no sound can be created within or pass through a
20-foot-radius sphere centered on a point you choose within
range. Any creature or object entirely inside the sphere is immune
to thunder damage, and creatures are deafened while entirely
inside it. Casting a spell that includes a verbal component is
impossible there.
"""
name = "Silence"
level = 2
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 10 minutes"
magic_school = "Illusion"
classes = ()
class SilentImage(Spell):
"""You create the image of an object, a creature, or some other
visible phenomenon that is no larger than a 15-foot cube. The
image appears at a spot within range and lasts for the
duration. The image is purely visual; it isnt accompanied by
sound, smell, or other sensory effects. You can use your action to
cause the image to move to any spot within range. As the image
changes location, you can alter its appearance so that its
movements appear natural for the image. For example, if you create
an image of a creature and move it, you can alter the image so
that it appears to be walking. Physical interaction with the image
reveals it to be an illusion, because things can pass through
it. A creature that uses its action to examine the image can
determine that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the creature can see through
the image.
"""
name = "Silent Image"
level = 1
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a bit of fleece"
duration = "Concentration, up to 10 minutes"
magic_school = "Illusion"
classes = ()
class Sleep(Spell):
"""This spell sends creatures into a magical slumber. Roll 5d8, the
total is how many hit points of creatures this spell can
affect. Creatures within 20 feet of a point you choose within
range are affected in ascending order of their current hit points
(ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the
spell ends, the sleeper takes damage, or someone uses an action to
shake or slap the sleeper awake. Subtract each creature's hit
points from the total before moving on to the creature with the
next lowest hit points. A creature's hit points must be equal to
or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by
this spell.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, roll an additional 2d8 for each slot level
above 1st.
"""
name = "Sleep"
level = 1
casting_time = "1 action"
casting_range = "90 feet"
components = ("V", "S", "M", )
materials = "A pinch of fine sand, rose petals, or a cricket"
duration = "1 minutes"
magic_school = "Enchantment"
classes = ('Bard', 'Sorceror', 'Wizard', )
class SpareTheDying(Spell):
"""You touch a living creature that has 0 hit points. The creature
becomes stable. This spell has no effect on undead or
constructs.
"""
name = "Spare the Dying"
level = 0
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ()
class SpeakWithAnimals(Spell):
"""You gain the ability to comprehend and verbally communicate with
beasts for the duration. The knowledge and awareness of many
beasts is limited by their intelligence, but at minimum, beasts
can give you information about nearby locations and monsters,
including whatever they can perceive or have perceived within the
past day. You might be able to persuade a beast to perform a small
favor for you, at the GM's discretion.
"""
level = 1
name = "Speak with Animals"
casting_time = "1 action"
casting_range = "Self"
components = ("V", "S")
duration = "10 minutes"
ritual = True
magic_school = "Divination"
classes = ('Bard', 'Druid', 'Ranger')
class SpeakWithDead(Spell):
"""You grant the semblance of life and intelligence to a corpse of
your choice within range, allowing it to answer the questions you
pose. The corpse must still have a mouth and cant be undead. The
spell fails if the corpse was the target of this spell within the
last 10 days. Until the spell ends, you can ask the corpse up to
five questions. The corpse knows only what it knew in life,
including the languages it knew. Answers are usually brief,
cryptic, or repetitive, and the corpse is under no compulsion to
offer a truthful answer if you are hostile to it or it recognizes
you as an enemy. This spell doesnt return the creatures soul to
its body, only its animating spirit. Thus, the corpse cant learn
new information, doesnt comprehend anything that has happened
since it died, and cant speculate about future events.
"""
name = "Speak with Dead"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "burning incense"
duration = "10 minutes"
magic_school = "Necromancy"
classes = ()
class SpiderClimb(Spell):
"""Until the spell ends, one willing creature you touch gains the
ability to move up, down, and across vertical surfaces and upside
down along ceilings, while leaving its hands free. The target also
gains a climbing speed equal to its walking speed.
"""
name = "Spider Climb"
level = 2
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a drop of bitumen and a spider"
duration = "Concentration, up to 1 hour"
magic_school = "Transmutation"
classes = ()
class SpiritGuardians(Spell):
"""You call forth spirits to protect you. They flit around you to a
distance of 15 feet for the duration. If you are good or neutral,
their spectral form appears angelic or fey (your choice). If you
are evil, they appear fiendish. When you cast this spell, you can
designate any number of creatures you can see to be unaffected by
it. An affected creatures speed is halved in the area, and when
the creature enters the area for the first time on a turn or
starts its turn there, it must make a Wisdom saving throw. On a
failed save, the creature takes 3d8 radiant damage (if you are
good or neutral) or 3d8 necrotic damage (if you are evil). On a
successful save, the creature takes half as much damage. At Higher
Levels. When you cast this spell using a spell slot of 4th level
or higher, the damage increases by 1d8 for each slot level above
3rd.
"""
name = "Spirit Guardians"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a holy symbol"
duration = "Concentration, up to 10 minutes"
magic_school = "Conjuration"
classes = ()
class SpiritualWeapon(Spell):
"""You create a floating, spectral weapon within range that lasts for
the duration or until you cast this spell again. When you cast the
spell, you can make a melee spell attack against a creature within
5 feet of the weapon. On a hit, the target takes force damage
equal to 1d8 + your spellcasting ability modifier. As a bonus
action on your turn, you can move the weapon up to 20 feet and
repeat the attack against a creature within 5 feet of it. The
weapon can take whatever form you choose. Clerics of deities who
are associated with a particular weapon (as St. Cuthbert is known
for his mace and Thor for his hammer) make this spells effect
resemble that weapon. At Higher Levels. When you cast this spell
using a spell slot of 3rd level or higher, the damage increases by
1d8 for every two slot levels above the 2nd.
"""
name = "Spiritual Weapon"
level = 2
casting_time = "1 bonus action"
components = ('V', 'S')
materials = ""
duration = "1 minute"
magic_school = "Evocation"
classes = ()
class Stoneskin(Spell):
"""This spell turns the flesh of a willing creature you touch as hard
as stone. Until the spell ends, the target has resistance to
nonmagical bludgeoning, piercing, and slashing damage.
"""
name = "Stoneskin"
level = 4
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "diamond dust worth 100 gp, which the spell consumes"
duration = "Concentration, up to 1 hour"
magic_school = "Abjuration"
classes = ()
class Suggestion(Spell):
"""You suggest a course of activity (limited to a sentence or two) and
magically influence a creature you can see within range that can
hear and understand you. Creatures that cant be charmed are
immune to this effect. The suggestion must be worded in such a
manner as to make the course of action sound reasonable. Asking
the creature to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it
pursues the course of action you described to the best of its
ability. The suggested course of action can continue for the
entire duration. If the suggested activity can be completed in a
shorter time, the spell ends when the subject finishes what it was
asked to do.
You can also specify conditions that will trigger a special
activity during the duration. For example, you might suggest that
a knight give her warhorse to the first beggar she meets. If the
condition isnt met before the spell expires, the activity isnt
performed.
If you or any of your companions damage the target, the spell
ends.
"""
name = "Suggestion"
level = 2
casting_time = "1 action"
components = ('V', 'M')
materials = "a snakes tongue and either a bit of honeycomb or a drop of sweet oil"
duration = "Concentration, up to 8 hours"
magic_school = "Enchantment"
classes = ()
class Sunburst(Spell):
"""Brilliant sunlight flashes in a 60-foot radius centered on a point
you choose within range. Each creature in that light must make a
Constitution saving throw. On a failed save, a creature takes 12d6
radiant damage and is blinded for 1 minute. On a successful save,
it takes half as much damage and isnt blinded by this
spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving
throw at the end of each of its turns. On a successful save, it is
no longer blinded.
This spell dispels any darkness in its area that was created by a
spell.
"""
name = "Sunburst"
level = 8
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "fire and a piece of sunstone"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class Teleport(Spell):
"""This spell instantly transports you and up to eight willing
creatures of your choice that you can see within range, or a
single object that you can see within range, to a destination you
select. If you target an object, it must be able to fit entirely
inside a 10-foot cube, and it cant be held or carried by an
unwilling creature.
The destination you choose must be known to you, and it must be on
the same plane of existence as you. Your familiarity with the
destination determines whether you arrive there successfully. The
DM rolls d100 and consults the table.
================= ====== ============ ========== =========
Familiarity Mishap Similar Area Off Target On Target
================= ====== ============ ========== =========
Permanent circle -- -- -- 01-100
Associated object -- -- -- 01-100
Very familiar 0105 0613 1424 25100
Seen casually 0133 3443 4453 54100
Viewed once 0143 4453 5473 74100
Description 0143 4453 5473 74100
False destination 0150 51100 -- --
================= ====== ============ ========== =========
**Familiarity** “Permanent circle” means a permanent teleportation
circle whose sigil sequence you know. “Associated object” means
that you possess an object taken from the desired destination
within the last six months, such as a book from a wizards
library, bed linen from a royal suite, or a chunk of marble from a
lichs secret tomb.
“Very familiar” is a place you have been very often, a place you
have carefully studied, or a place you can see when you cast the
spell. “Seen casually” is someplace you have seen more than once
but with which you arent very familiar. “Viewed once” is a place
you have seen once, possibly using magic. “Description” is a place
whose location and appearance you know through someone elses
description, perhaps from a map.
“False destination” is a place that doesnt exist. Perhaps you
tried to scry an enemys sanctum but instead viewed an illusion,
or you are attempting to teleport to a familiar location that no
longer exists.
**On Target.** You and
your group (or the target object) appear where you want to.
**Off Target.** You and your group (or the target object) appear a
random distance away from the destination in a random
direction. Distance off target is 1d10 × 1d10 percent of the
distance that was to be traveled. For example, if you tried to
travel 120 miles, landed off target, and rolled a 5 and 3 on the
two d10s, then you would be off target by 15 percent, or 18
miles. The DM determines the direction off target randomly by
rolling a d8 and designating 1 as north, 2 as northeast, 3 as
east, and so on around the points of the compass. If you were
teleporting to a coastal city and wound up 18 miles out at sea,
you could be in trouble.
**Similar Area.** You and your group (or the target object) wind
up in a different area thats visually or thematically similar to
the target area. If you are heading for your home laboratory, for
example, you might wind up in another wizards laboratory or in an
alchemical supply shop that has many of the same tools and
implements as your laboratory. Generally, you appear in the
closest similar place, but since the spell has no range limit, you
could conceivably wind up anywhere on the plane.
**Mishap.** The spells unpredictable magic results in a difficult
journey. Each teleporting creature (or the target object) takes
3d10 force damage, and the DM rerolls on the table to see where
you wind up (multiple mishaps can occur, dealing damage each
time).
"""
name = "Teleport"
level = 7
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ()
class Thaumaturgy(Spell):
"""You manifest a minor wonder, a sign of supernatural power, within
range. You create one of the following magical effects within
range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the
cry of a raven, or omi- nous whispers.
- You instantaneously cause an unlocked door or win- dow to fly
open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of
its 1-minute effects active at a time, and you can dismiss such an
effect as an action.
"""
name = "Thaumaturgy"
level = 0
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "Up to 1 minute"
magic_school = "Transmutation"
classes = ()
class Thunderwave(Spell):
"""A wave of thunderous force sweeps out from you. Each creature in a
15-foot cube originating from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 thunder damage and
is pushed 10 feet away from you. On a successful save, the
creature takes half as much damage and isnt pushed. In addition,
unsecured objects that are completely within the area of effect
are automatically pushed 10 feet away from you by the spells
effect, and the spell emits a thunderous boom audible out to 300
feet. 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 = "Thunderwave"
level = 1
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class TimeStop(Spell):
"""You briefly stop the flow of time for everyone but yourself. No
time passes for other creatures, while you take 1d4 + 1 turns in a
row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period,
or any effects that you create during this period, affects a
creature other than you or an object being worn or carried by
someone other than you. In addition, the spell ends if you move to
a place more than 1,000 feet from the location where you cast it.
"""
name = "Time Stop"
level = 9
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Transmutation"
classes = ()
class TrueResurrection(Spell):
"""You touch a creature that has been dead for no longer than 200
years and that died for any reason except old age. If the
creatures soul is free and willing, the creature is restored to
life with all its hit points. This spell closes all wounds,
neutralizes any poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell replaces damaged or
missing organs and limbs. The spell can even provide a new body if
the original no longer exists, in which case you must speak the
creatures name. The creature then appears in an unoccupied space
you choose within 10 feet of you.
"""
name = "True Resurrection"
level = 9
casting_time = "1 hour"
components = ('V', 'S', 'M')
materials = "a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ()
class TrueSeeing(Spell):
"""This spell gives the willing creature you touch the ability to see
things as they actually are. For the duration, the creature has
truesight, notices secret doors hidden by magic, and can see into
the Ethereal Plane, all out to a range of 120 feet.
"""
name = "True Seeing"
level = 6
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"
duration = "1 hour"
magic_school = "Divination"
classes = ()
class UnseenServant(Spell):
"""This spell creates an invisible, mindless, shapeless force that performs
simple tasks at your command until the spell ends. The servant springs into
existence in an unoccupied space on the ground within range. It has AC 10,
1 hit point, and a Strength of 2, and it cant attack. If it drops to 0 hit
points, the spell ends. Once on each of your turns as a bonus action, you
can mentally command the servant to move up to 15 feet and inteact with an
object. The servant can perform simple tasks that a human servant could do,
such as fetching things, cleaning, mending, folding clothes, lighting
fires, serving food, and pouring wine. Once you give the command, the
servant performs the task to the best of its ability until it completes the
task, then waits for your next command. If you command the servant to
perform a task that would move it more than 60 feet away from you, the
spell ends.
"""
name = "Unseen Servant"
level = 1
casting_time = '1 action'
components = ('V', 'S', 'M')
materials = 'a piece of string and a bit of wood'
duration = '1 hour'
casting_rage = '60 feet'
magic_school = 'Conjuration'
ritual = True
classes = ('Bard', 'Warlock', 'Wizard')