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665 lines
26 KiB
Python
665 lines
26 KiB
Python
from .spells import Spell
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class SacredFlame(Spell):
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"""Flame-like radiance descends on a creature that you can see within
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range. The target must succeed on a Dexterity saving throw or take
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1d8 radiant damage. The target gains no benefit from cover for
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this saving throw. The spell’s damage increases by 1d8 when you
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reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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"""
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name = "Sacred Flame"
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level = 0
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casting_time = "1 action"
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components = ('V', 'S')
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materials = ""
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ()
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class Sanctuary(Spell):
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"""You ward a creature within range against attack. Until the spell
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ends, any creature who targets the warded creature with an attack
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or a harmful spell must first make a Wisdom saving throw. On a
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failed save, the creature must choose a new target or lose the
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attack or spell. This spell doesn’t protect the warded creature
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from area effects, such as the explosion of a fireball. If the
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warded creature makes an attack or casts a spell that affects an
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enemy creature, this spell ends.
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"""
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name = "Sanctuary"
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level = 1
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casting_time = "1 bonus action"
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components = ('V', 'S', 'M')
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materials = "a small silver mirror"
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duration = "1 minute"
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magic_school = "Abjuration"
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classes = ()
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class Shillelagh(Spell):
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"""The wood of a club or quarterstaff you are holding is imbued with
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nature's power. For the duration, you can use your spellcasting
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ability instead of Strength for the attack and damage rolls of
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melee attacks using that weapon, and the weapon's damage die
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becomes a ``d8``. The weapon also becomes magical, if it isn't
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already. The spell ends if you cast it again or if you let go of
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the weapon.
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"""
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level = 0
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name = "Shillelagh"
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casting_time = "1 bonus action"
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casting_range = "Touch"
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components = ("V", "S", "M")
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materials = "mistletoe, a shamrock leaf, and a club or quarterstaff"
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duration = "1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid')
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class Shatter(Spell):
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"""A sudden loud ringing noise, painfully intense, erupts from a point
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of your choice within range. Each creature in a 10-foot-radius
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sphere centered on that point must make a Constitution saving
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throw. A creature takes 3d8 thunder damage on a failed save, or
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half as much damage on a successful one. A creature made of
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inorganic material such as stone, crystal, or metal has
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disadvantage on this saving throw. A nonmagical object that isn’t
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being worn or carried also takes the damage if it’s in the spell’s
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area. At Higher Levels. When you cast this spell using a spell
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slot of 3rd level or higher, the damage increases by 1d8 for each
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slot level above 2nd.
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"""
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name = "Shatter"
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level = 2
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "a chip of mica"
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ()
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class Shield(Spell):
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"""An invisible barrier of magical force appears and protects
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you. Until the start of your next turn, you have a +5 bonus to AC,
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including against the triggering attack, and you take no damage
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from magic missile.
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"""
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name = "Shield"
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level = 1
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casting_time = "1 reaction"
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casting_range = "Self"
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components = ("V", "S", )
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duration = "1 round"
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magic_school = "Abjuration"
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classes = ('Sorceror', 'Wizard', )
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class ShieldOfFaith(Spell):
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"""A shimmering field appears and surrounds a creature of your choice
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within range, granting it a +2 bonus to AC for the duration.
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"""
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name = "Shield of Faith"
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level = 1
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casting_time = "1 bonus action"
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components = ('V', 'S', 'M')
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materials = "a small parchment with a bit of holy text written on it"
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duration = "Concentration, up to 10 minutes"
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magic_school = "Abjuration"
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classes = ()
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class ShockingGrasp(Spell):
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"""Lightning springs from your hand to deliver a shock to a creature
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you try to touch. Make a melee spell attack against the
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target. You have advantage on the attack roll if the target is
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wearing armor made of metal. On a hit, the target takes 1d8
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lightning damage, and it can't take reactions until the start of
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its next turn.
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The spell's damage increases by 1d8 when you reach 5th level
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(2d8), 11th level (3d8), and 17th level (4d8).
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"""
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name = "Shocking Grasp"
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level = 0
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casting_time = "1 action"
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casting_range = "Touch"
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components = ("V", "S", )
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ('Sorceror', 'Wizard', )
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class Silence(Spell):
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"""For the duration, no sound can be created within or pass through a
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20-foot-radius sphere centered on a point you choose within
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range. Any creature or object entirely inside the sphere is immune
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to thunder damage, and creatures are deafened while entirely
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inside it. Casting a spell that includes a verbal component is
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impossible there.
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"""
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name = "Silence"
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level = 2
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casting_time = "1 action"
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components = ('V', 'S')
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materials = ""
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duration = "Concentration, up to 10 minutes"
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magic_school = "Illusion"
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classes = ()
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class SilentImage(Spell):
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"""You create the image of an object, a creature, or some other
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visible phenomenon that is no larger than a 15-foot cube. The
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image appears at a spot within range and lasts for the
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duration. The image is purely visual; it isn’t accompanied by
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sound, smell, or other sensory effects. You can use your action to
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cause the image to move to any spot within range. As the image
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changes location, you can alter its appearance so that its
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movements appear natural for the image. For example, if you create
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an image of a creature and move it, you can alter the image so
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that it appears to be walking. Physical interaction with the image
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reveals it to be an illusion, because things can pass through
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it. A creature that uses its action to examine the image can
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determine that it is an illusion with a successful Intelligence
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(Investigation) check against your spell save DC. If a creature
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discerns the illusion for what it is, the creature can see through
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the image.
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"""
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name = "Silent Image"
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level = 1
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "a bit of fleece"
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duration = "Concentration, up to 10 minutes"
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magic_school = "Illusion"
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classes = ()
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class Sleep(Spell):
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"""This spell sends creatures into a magical slumber. Roll 5d8, the
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total is how many hit points of creatures this spell can
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affect. Creatures within 20 feet of a point you choose within
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range are affected in ascending order of their current hit points
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(ignoring unconscious creatures).
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Starting with the creature that has the lowest current hit points,
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each creature affected by this spell falls unconscious until the
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spell ends, the sleeper takes damage, or someone uses an action to
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shake or slap the sleeper awake. Subtract each creature's hit
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points from the total before moving on to the creature with the
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next lowest hit points. A creature's hit points must be equal to
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or less than the remaining total for that creature to be affected.
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Undead and creatures immune to being charmed aren't affected by
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this spell.
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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, roll an additional 2d8 for each slot level
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above 1st.
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"""
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name = "Sleep"
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level = 1
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ("V", "S", "M", )
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materials = "A pinch of fine sand, rose petals, or a cricket"
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duration = "1 minutes"
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorceror', 'Wizard', )
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class SpareTheDying(Spell):
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"""You touch a living creature that has 0 hit points. The creature
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becomes stable. This spell has no effect on undead or
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constructs.
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"""
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name = "Spare the Dying"
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level = 0
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casting_time = "1 action"
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components = ('V', 'S')
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materials = ""
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duration = "Instantaneous"
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magic_school = "Necromancy"
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classes = ()
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class SpeakWithAnimals(Spell):
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"""You gain the ability to comprehend and verbally communicate with
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beasts for the duration. The knowledge and awareness of many
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beasts is limited by their intelligence, but at minimum, beasts
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can give you information about nearby locations and monsters,
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including whatever they can perceive or have perceived within the
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past day. You might be able to persuade a beast to perform a small
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favor for you, at the GM's discretion.
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"""
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level = 1
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name = "Speak with Animals"
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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 = "10 minutes"
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ritual = True
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magic_school = "Divination"
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classes = ('Bard', 'Druid', 'Ranger')
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class SpeakWithDead(Spell):
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"""You grant the semblance of life and intelligence to a corpse of
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your choice within range, allowing it to answer the questions you
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pose. The corpse must still have a mouth and can’t be undead. The
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spell fails if the corpse was the target of this spell within the
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last 10 days. Until the spell ends, you can ask the corpse up to
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five questions. The corpse knows only what it knew in life,
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including the languages it knew. Answers are usually brief,
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cryptic, or repetitive, and the corpse is under no compulsion to
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offer a truthful answer if you are hostile to it or it recognizes
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you as an enemy. This spell doesn’t return the creature’s soul to
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its body, only its animating spirit. Thus, the corpse can’t learn
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new information, doesn’t comprehend anything that has happened
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since it died, and can’t speculate about future events.
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"""
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name = "Speak with Dead"
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level = 3
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "burning incense"
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duration = "10 minutes"
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magic_school = "Necromancy"
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classes = ()
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class SpiderClimb(Spell):
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"""Until the spell ends, one willing creature you touch gains the
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ability to move up, down, and across vertical surfaces and upside
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down along ceilings, while leaving its hands free. The target also
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gains a climbing speed equal to its walking speed.
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"""
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name = "Spider Climb"
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level = 2
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "a drop of bitumen and a spider"
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duration = "Concentration, up to 1 hour"
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magic_school = "Transmutation"
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classes = ()
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class SpiritGuardians(Spell):
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"""You call forth spirits to protect you. They flit around you to a
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distance of 15 feet for the duration. If you are good or neutral,
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their spectral form appears angelic or fey (your choice). If you
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are evil, they appear fiendish. When you cast this spell, you can
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designate any number of creatures you can see to be unaffected by
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it. An affected creature’s speed is halved in the area, and when
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the creature enters the area for the first time on a turn or
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starts its turn there, it must make a Wisdom saving throw. On a
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failed save, the creature takes 3d8 radiant damage (if you are
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good or neutral) or 3d8 necrotic damage (if you are evil). On a
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successful save, the creature takes half as much damage. At Higher
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Levels. When you cast this spell using a spell slot of 4th level
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or higher, the damage increases by 1d8 for each slot level above
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3rd.
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"""
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name = "Spirit Guardians"
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level = 3
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "a holy symbol"
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duration = "Concentration, up to 10 minutes"
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magic_school = "Conjuration"
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classes = ()
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class SpiritualWeapon(Spell):
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"""You create a floating, spectral weapon within range that lasts for
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the duration or until you cast this spell again. When you cast the
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spell, you can make a melee spell attack against a creature within
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5 feet of the weapon. On a hit, the target takes force damage
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equal to 1d8 + your spellcasting ability modifier. As a bonus
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action on your turn, you can move the weapon up to 20 feet and
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repeat the attack against a creature within 5 feet of it. The
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weapon can take whatever form you choose. Clerics of deities who
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are associated with a particular weapon (as St. Cuthbert is known
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for his mace and Thor for his hammer) make this spell’s effect
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resemble that weapon. At Higher Levels. When you cast this spell
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using a spell slot of 3rd level or higher, the damage increases by
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1d8 for every two slot levels above the 2nd.
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"""
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name = "Spiritual Weapon"
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level = 2
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casting_time = "1 bonus action"
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components = ('V', 'S')
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materials = ""
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duration = "1 minute"
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magic_school = "Evocation"
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classes = ()
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class Stoneskin(Spell):
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"""This spell turns the flesh of a willing creature you touch as hard
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as stone. Until the spell ends, the target has resistance to
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nonmagical bludgeoning, piercing, and slashing damage.
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"""
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name = "Stoneskin"
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level = 4
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "diamond dust worth 100 gp, which the spell consumes"
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ()
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class Suggestion(Spell):
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"""You suggest a course of activity (limited to a sentence or two) and
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magically influence a creature you can see within range that can
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hear and understand you. Creatures that can’t be charmed are
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immune to this effect. The suggestion must be worded in such a
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manner as to make the course of action sound reasonable. Asking
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the creature to stab itself, throw itself onto a spear, immolate
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itself, or do some other obviously harmful act ends the spell.
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The target must make a Wisdom saving throw. On a failed save, it
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pursues the course of action you described to the best of its
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ability. The suggested course of action can continue for the
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entire duration. If the suggested activity can be completed in a
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shorter time, the spell ends when the subject finishes what it was
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asked to do.
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You can also specify conditions that will trigger a special
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activity during the duration. For example, you might suggest that
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a knight give her warhorse to the first beggar she meets. If the
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condition isn’t met before the spell expires, the activity isn’t
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performed.
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If you or any of your companions damage the target, the spell
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ends.
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"""
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name = "Suggestion"
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level = 2
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casting_time = "1 action"
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components = ('V', 'M')
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materials = "a snake’s tongue and either a bit of honeycomb or a drop of sweet oil"
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duration = "Concentration, up to 8 hours"
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magic_school = "Enchantment"
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classes = ()
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class Sunburst(Spell):
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"""Brilliant sunlight flashes in a 60-foot radius centered on a point
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you choose within range. Each creature in that light must make a
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Constitution saving throw. On a failed save, a creature takes 12d6
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radiant damage and is blinded for 1 minute. On a successful save,
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it takes half as much damage and isn’t blinded by this
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spell. Undead and oozes have disadvantage on this saving throw.
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A creature blinded by this spell makes another Constitution saving
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throw at the end of each of its turns. On a successful save, it is
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no longer blinded.
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This spell dispels any darkness in its area that was created by a
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spell.
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"""
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name = "Sunburst"
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level = 8
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "fire and a piece of sunstone"
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ()
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class Teleport(Spell):
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"""This spell instantly transports you and up to eight willing
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creatures of your choice that you can see within range, or a
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single object that you can see within range, to a destination you
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select. If you target an object, it must be able to fit entirely
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inside a 10-foot cube, and it can’t be held or carried by an
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unwilling creature.
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The destination you choose must be known to you, and it must be on
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the same plane of existence as you. Your familiarity with the
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destination determines whether you arrive there successfully. The
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DM rolls d100 and consults the table.
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================= ====== ============ ========== =========
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Familiarity Mishap Similar Area Off Target On Target
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================= ====== ============ ========== =========
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Permanent circle -- -- -- 01-100
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Associated object -- -- -- 01-100
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Very familiar 01–05 06–13 14–24 25–100
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Seen casually 01–33 34–43 44–53 54–100
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Viewed once 01–43 44–53 54–73 74–100
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Description 01–43 44–53 54–73 74–100
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False destination 01–50 51–100 -- --
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================= ====== ============ ========== =========
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**Familiarity** “Permanent circle” means a permanent teleportation
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circle whose sigil sequence you know. “Associated object” means
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that you possess an object taken from the desired destination
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within the last six months, such as a book from a wizard’s
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library, bed linen from a royal suite, or a chunk of marble from a
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lich’s secret tomb.
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“Very familiar” is a place you have been very often, a place you
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have carefully studied, or a place you can see when you cast the
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spell. “Seen casually” is someplace you have seen more than once
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but with which you aren’t very familiar. “Viewed once” is a place
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you have seen once, possibly using magic. “Description” is a place
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whose location and appearance you know through someone else’s
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description, perhaps from a map.
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“False destination” is a place that doesn’t exist. Perhaps you
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tried to scry an enemy’s sanctum but instead viewed an illusion,
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or you are attempting to teleport to a familiar location that no
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longer exists.
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**On Target.** You and
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your group (or the target object) appear where you want to.
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**Off Target.** You and your group (or the target object) appear a
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random distance away from the destination in a random
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direction. Distance off target is 1d10 × 1d10 percent of the
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distance that was to be traveled. For example, if you tried to
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travel 120 miles, landed off target, and rolled a 5 and 3 on the
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two d10s, then you would be off target by 15 percent, or 18
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miles. The DM determines the direction off target randomly by
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rolling a d8 and designating 1 as north, 2 as northeast, 3 as
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east, and so on around the points of the compass. If you were
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teleporting to a coastal city and wound up 18 miles out at sea,
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you could be in trouble.
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**Similar Area.** You and your group (or the target object) wind
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up in a different area that’s visually or thematically similar to
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||
the target area. If you are heading for your home laboratory, for
|
||
example, you might wind up in another wizard’s 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 spell’s 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 isn’t pushed. In addition,
|
||
unsecured objects that are completely within the area of effect
|
||
are automatically pushed 10 feet away from you by the spell’s
|
||
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
|
||
creature’s 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
|
||
creature’s 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 can’t 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')
|
||
|