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dungeon-sheets/dungeonsheets/spells/spells_e_i.py
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from .spells import Spell
class Earthquake(Spell):
"""You create a seismic disturbance at a point on the ground that you
can see within range. For the duration, an intense tremor rips
through the ground in a 100-foot-radius circle centered on that
point and shakes creatures and structures in contact with the
ground in that area. The ground in the area becomes difficult
terrain. Each creature on the ground that is concentrating must
make a Constitution saving throw. On a failed save, the creatures
concentration is broken. When you cast this spell and at the end
of each turn you spend concentrating on it, each creature on the
ground in the area must make a Dexterity saving throw. On a failed
save, the creature is knocked prone. This spell can have
additional effects depending on the terrain in the area, as
determined by the DM. Fissures. Fissures open throughout the
spells area at the start of your next turn after you cast the
spell. A total of 1d6 such fissures open in locations chosen by
the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends
from one edge of the spells area to the opposite side. A creature
standing on a spot where a fissure opens must succeed on a
Dexterity saving throw or fall in. A creature that successfully
saves moves with the fissures edge as it opens. A fissure that
opens beneath a structure causes it to automatically collapse (see
below). Structures. The tremor deals 50 bludgeoning damage to any
structure in contact with the ground in the area when you cast the
spell and at the start of each of your turns until the spell
ends. If a structure drops to 0 hit points, it collapses and
potentially damages nearby creatures. A creature within half the
distance of a structures height must make a Dexterity saving
throw. On a failed save, the creature takes 5d6 bludgeoning
damage, is knocked prone, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action to escape. The DM
can adjust the DC higher or lower, depending on the nature of the
rubble. On a successful save, the creature takes half as much
damage and doesnt fall prone or become buried.
"""
name = "Earthquake"
level = 8
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a pinch of dirt, a piece of rock, and a lump of clay"
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ()
class EldritchBlast(Spell):
"""A beam of crackling energy streaks toward a creature within
range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels:
two beams at 5th level, three beams at 11th level, and four beams
at 17th level. You can direct the beams at the same target or at
different ones. Make a separate attack roll for each beam.
Evocation Cantrip
"""
name = 'Eldritch Blast'
level = 0
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S')
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Warlock', )
class ElementalWeapon(Spell):
"""A nonmagical weapon you touch becomes a magic weapon. Choose one of
the following damage types: acid, cold, fire, lightning, or
thunder. For the duration, the weapon has a +1 bonus to attack
rolls and deals an extra 1d4 damage of the chosen type when it
hits.
**At Higher Levels** When you cast this spell using a spell slot
of 5th or 6th level, the bonus to attack rolls increases to +2 and
the extra damage increases to 2d4. When you use a spell slot of
7th level or higher, the bonus increases to +3 and the extra
damage increases to 3d4.
"""
name = 'Elemental Weapon'
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S')
duration = "Concentration, up to 1 hour"
magic_school = "Transmutation"
classes = ('Paladin', )
class Entangle(Spell):
"""Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants
turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a
Strength saving throw or be restrained by the entangling plants
until the spell ends. A creature restrained by the plants can use
its action to make a Strength check against your spell save DC. On
a success, it frees itself.
When the spell ends, the conjured plants wilt away.
"""
level = 1
name = "Entangle"
casting_time = "1 action"
casting_range = "90 ft (20 ft area)"
components = ("V", "S")
duration = "Concentration, up to 1 minute"
magic_school = "Conjuration"
classes = ('Druid')
class Enthrall(Spell):
"""You weave a distracting string of words, causing creatures of your choice
that you can see within range and that can hear you to make a Wisdom saving
throw. Any creature that cant be charmed succeeds on this saving throw
automatically, and if you or your companions are fighting a creature, it has
advantage on the save. On a failed save, the target has disadvantage on Wisdom
(Perception) checks made to perceive any creature other than you until the
spell ends or until the target can no longer hear you. The spell ends if you
are incapacitated or can no longer speak.
"""
level = 2
name = "Enthrall"
casting_time = '1 action'
casting_range = '60 feet'
components = ('V', 'S')
duration = "1 minute"
magic_shool = "Enchantment"
classes = ('Bard', 'Warlock')
class Etherealness(Spell):
"""You step into the border regions of the Ethereal Plane, in the area
where it overlaps with your current plane. You remain in the
Border Ethereal for the duration or until you use your action to
dismiss the spell. During this time, you can move in any
direction. If you move up or down, every foot of movement costs an
extra foot. You can see and hear the plane you originated from,
but everything there looks gray, and you cant see anything more
than 60 feet away. While on the Ethereal Plane, you can only
affect and be affected by other creatures on that plane. Creatures
that arent on the Ethereal Plane cant perceive you and cant
interact with you, unless a special ability or magic has given
them the ability to do so. You ignore all objects and effects that
arent on the Ethereal Plane, allowing you to move through objects
you perceive on the plane you originated from. When the spell
ends, you immediately return to the plane you originated from in
the spot you currently occupy. If you occupy the same spot as a
solid object or creature when this happens, you are immediately
shunted to the nearest unoccupied space that you can occupy and
take force damage equal to twice the number of feet you are
moved. This spell has no effect if you cast it while you are on
the Ethereal Plane or a plane that doesnt border it, such as one
of the Outer Planes. At Higher Levels. When you cast this spell
using a spell slot of 8th level or higher, you can target up to
three willing creatures (including you) for each slot level above
7th. The creatures must be within 10 feet of you when you cast the
spell.
"""
name = "Etherealness"
level = 7
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Up to 8 hours"
magic_school = "Transmutation"
classes = ("Bard", 'Cleric', 'Sorceror', 'Warlock', 'Wizard')
class ExpeditiousRetreat(Spell):
"""This spell allows you to move at an incredible pace. When you cast this
spell, and then as a bonus action on each of your turns until the spell
ends, you can take the Dash action.
"""
name = "Expeditious Retreat"
level = 1
casting_time = '1 bonus action'
components = ('V', 'S')
duration = "Concentration, up to 10 minutes"
casting_range = "self"
magic_school = "Transmutation"
classes = ("Sorceror", "Warlock", "Wizard")
class Eyebite(Spell):
"""For the spell's duration, your eyes become an inky void imbued with
dread power. One creature of your choice within 60 feet of you
that you can see must succeed on a Wisdom saving throw or be
affected by one of the following effects of your choice for the
duration. On each of your turns until the spell ends, you can use
your action to target another creature but can't target a creature
again if it has succeeded on a saving throw against this casting
of **eyebite**.
**Asleep.** The target falls unconscious. It wakes up if it takes
any damage or if another creature uses its action to shake the
sleeper awake.
**Panicked.** The target is frightened of you. On each of its
turns, the frightened creature must take the Dash action and
move away from you by the safest and shortest available route,
unless there is nowhere to move. If the target moves to a place
at least 60 feet away from you where it can no longer see you,
this effect ends.
**Sickened.** The target has disadvantage on attack rolls and
ability checks. At the end of each of its turns, it can make
another Wisdom saving throw. If it succeeds, the effect ends.
"""
name = "Eyebite"
level = 6
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S',)
materials = ""
duration = "1 minute"
magic_school = "Necromancy"
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
class FalseLife(Spell):
"""Bolstering yourself with a necromantic facsimile of life, you gain
1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, you gain 5 additional temporary hit points
for each slot level above 1st.
"""
name = "False Life"
level = 1
casting_time = "1 action"
casting_range = "Self (30 feet)"
components = ("V", "S", "M")
materials = "A small amount of alcohol or distilled spirits"
duration = "1 hour"
magic_school = "Necromancy"
classes = ('Sorceror', 'Wizard', )
class FindThePath(Spell):
"""This spell allows you to find the shortest, most direct physical
route to a specific fixed location that you are familiar with on
the same plane of existence. If you name a destination on another
plane of existence, a destination that moves (such as a mobile
fortress), or a destination that isnt specific (such as “a green
dragons lair”), the spell fails. For the duration, as long as you
are on the same plane of existence as the destination, you know
how far it is and in what direction it lies. While you are
traveling there, whenever you are presented with a choice of paths
along the way, you automatically determine which path is the
shortest and most direct route (but not necessarily the safest
route) to the destination. Faerie Fire 1st-level evocation Casting
Time: 1 action Range: 60 feet Components: V Duration:
Concentration, up to 1 minute Each object in a 20-foot cube within
range is outlined in blue, green, or violet light (your
choice). Any creature in the area when the spell is cast is also
outlined in light if it fails a Dexterity saving throw. For the
duration, objects and affected creatures shed dim light in a
10-foot radius. Any attack roll against an affected creature or
object has advantage if the attacker can see it, and the affected
creature or object cant benefit from being invisible.
"""
name = "Find the Path"
level = 6
casting_time = "1 minute"
components = ('V', 'S', 'M')
materials = "a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes— worth 100 gp and an object from the location you wish to find"
duration = "Concentration, up to 1 day"
magic_school = "Divination"
classes = ()
class FingerOfDeath(Spell):
"""You send negative energy coursing through a creature that you can
see within range, causing it searing pain. The target must make a
Constitution saving throw. It takes 7d8 + 30 necrotic damage on a
failed save, or half as much damage on a successful one. A
humanoid killed by this spell rises at the start of your next turn
as a zombie that is permanently under your command, following your
verbal orders to the best of its ability.
"""
name = "Finger of Death"
level = 7
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ('Sorceror', 'Warlock', 'Wizard', )
class FireBolt(Spell):
"""You hurl a mote of fire at a creature or object within range. Make
a ranged spell attack against the target. On a hit, the target
takes 1d10 fire damage. A flammable object hit by this spell
ignites if it isnt being worn or carried. This spells damage
increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).
"""
name = "Fire Bolt"
level = 0
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class FireStorm(Spell):
"""A storm made up of sheets of roaring flame appears in a location
you choose within range. The area of the storm consists of up to
ten 10-foot cubes, which you can arrange as you wish. Each cube
must have at least one face adjacent to the face of another
cube. Each creature in the area must make a Dexterity saving
throw. It takes 7d10 fire damage on a failed save, or half as much
damage on a successful one. The fire damages objects in the area
and ignites flammable objects that arent being worn or
carried. If you choose, plant life in the area is unaffected by
this spell.
"""
name = "Fire Storm"
level = 7
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class Fireball(Spell):
"""A bright streak flashes from your pointing finger to a point you
choose within range and then blossoms with a low roar into an
explosion of flame. Each creature in a 20-foot-radius sphere
centered on that point must make a Dexterity saving throw. A
target takes 8d6 fire damage on a failed save, or half as much
damage on a successful one. The fire spreads around corners. It
ignites flammable objects in the area that arent being worn or
carried. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for each
slot level above 3rd.
"""
name = "Fireball"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a tiny ball of bat guano and sulfur"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class FlameStrike(Spell):
"""A vertical column of divine fire roars down from the heavens in a
location you specify. Each creature in a 10-foot-radius,
40-foot-high cylinder centered on a point within range must make a
Dexterity saving throw. A creature takes 4d6 fire damage and 4d6
radiant 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 6th level or higher, the fire damage or the radiant
damage (your choice) increases by 1d6 for each slot level above
5th.
"""
name = "Flame Strike"
level = 5
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "pinch of sulfur"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class FlamingSphere(Spell):
"""A 5-foot-diameter sphere of fire appears in an unoccupied space of
your choice within range and lasts for the duration. Any creature
that ends its turn within 5 feet of the sphere must make a
Dexterity saving throw. The creature takes 2d6 fire damage on a
failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you
ram the sphere into a creature, that creature must make the saving
throw against the spheres damage, and the sphere stops moving
this turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. The sphere
ignites flammable objects not being worn or carried, and it sheds
bright light in a 20-foot radius and dim light for an additional
20 feet.
**At Higher Levels** When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d6 for each slot
level above 2nd.
"""
name = "Flaming Sphere"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S', 'M')
materials = "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron"
duration = "Concentration, up to 1 minute"
magic_school = "Conjuration"
classes = ('Druid', 'Wizard', )
class Fly(Spell):
"""You touch a willing creature. The target gains a flying speed of 60
feet for the duration. When the spell ends, the target falls if it
is still aloft, unless it can stop the fall. At Higher
Levels. When you cast this spell using a spell slot of 4th level
or higher, you can target one additional creature for each slot
level above 3rd.
"""
name = "Fly"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a wing feather from any bird"
duration = "Concentration, up to 10 minutes"
magic_school = "Transmutation"
classes = ()
class FindSteed(Spell):
"""You summon a spirit that assumes the form of an unusually
intelligent, strong and loyal steed, creating a long lasting bond
with it. Appearing in an unoccupied space within range, the steed
takes on a form that you choose: a warhorse, a pony, a camel, an
elk, or a mastiff. (Your DM might allow other animals to be
summoned as steeds.) The steed has the statistics of the chosen
form, though it is a celestial, fey or fiend (your choice) instead
of its normal type. Additionally if your steed has an intelligence
of 5 or less, its intelligence becomes 6, and it gains the ability
to understand one language of your choice that you speak.
The steed serves as a mount, both in combat and out, and you have
an instinctive bond with it that allows you to fight as a seamless
unit. While mounted on your steed, you can make any spell you cast
that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving
behind no physical form. You can dismiss your steed at any time as
an action, causing it to disappear. In either case, casting this
spell again summons the same steed, restored to its hit point
maximum.
While the steed is within 1 mile of you, you can communicate with
it telepathically.
You cannot have more than one steed bonded by this spell at a
time. As an action, you can release the steed from its bond at any
time, causing it to disappear.
"""
name = "Find Steed"
level = 2
casting_time = "10 minutes"
components = ('V', 'S')
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ('Paladin', )
class FogCloud(Spell):
"""You create a 20-foot-radius sphere of fog centered on a point within
range. The sphere spreads around corners, and its area is heavily obscured,
It lasts for the duration or until a wind of moderate or greater speed (at
least 10 miles per hour) disperses it.
At Higher Level:
When you cast this spell using a spell slot of 2nd level or higher, the
radius of the fog increases by 20 feet for each slot level above 1st.
"""
name = "Fog Cloud"
level = 1
casting_time = "1 action"
casting_range = "120 feet"
components = ("V", "S")
duration = "Concentration, up to 1 hour"
magic_school = "Conjuration"
classes = ('Druid', 'Ranger', 'Sorceror', 'Wizard')
class Foresight(Spell):
"""You touch a willing creature and bestow a limited ability to see
into the immediate future. For the duration, the target cant be
surprised and has advantage on attack rolls, ability checks, and
saving throws. Additionally, other creatures have disadvantage on
attack rolls against the target for the duration. This spell
immediately ends if you cast it again before its duration ends.
"""
name = "Foresight"
level = 9
casting_time = "1 minute"
components = ('V', 'S', 'M')
materials = "a hummingbird feather"
duration = "8 hours"
magic_school = "Divination"
classes = ()
class FreedomOfMovement(Spell):
"""You touch a willing creature. For the duration, the targets
movement is unaffected by difficult terrain, and spells and other
magical effects can neither reduce the targets speed nor cause
the target to be paralyzed or restrained. The target can also
spend 5 feet of movement to automatically escape from nonmagical
restraints, such as manacles or a creature that has it
grappled. Finally, being underwater imposes no penalties on the
targets movement or attacks.
"""
name = "Freedom of Movement"
level = 4
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a leather strap, bound around the arm or a similar appendage"
duration = "1 hour"
magic_school = "Abjuration"
classes = ()
class Gate(Spell):
"""You conjure a portal linking an unoccupied space you can see within
range to a precise location on a different plane of existence. The
portal is a circular opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction you
choose. The portal lasts for the duration. The portal has a front
and a back on each plane where it appears. Travel through the
portal is possible only by moving through its front. Anything that
does so is instantly transported to the other plane, appearing in
the unoccupied space nearest to the portal. Deities and other
planar rulers can prevent portals created by this spell from
opening in their presence or anywhere within their domains. When
you cast this spell, you can speak the name of a specific creature
(a pseudonym, title, or nickname doesnt work). If that creature
is on a plane other than the one you are on, the portal opens in
the named creatures immediate vicinity and draws the creature
through it to the nearest unoccupied space on your side of the
portal. You gain no special power over the creature, and it is
free to act as the DM deems appropriate. It might leave, attack
you, or help you.
"""
name = "Gate"
level = 9
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a diamond worth at least 5,000 gp"
duration = "Concentration, up to 1 minute"
magic_school = "Conjuration"
classes = ()
class GentleRepose(Spell):
"""You touch a corpse or other remains. For the duration, the target
is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the
target from the dead, since days spent under the influence of this
spell don't count against the time limit of spells such as raise
dead.
"""
name = "Gentle Repose"
level = 2
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = "a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration"
duration = "10 days"
magic_school = "Necromancy"
classes = ('Cleric', 'Wizard')
class GlobeOfInvulnerability(Spell):
"""An immobile, faintly shimmering barrier springs into existence in a
10-foot radius around you and remains for the duration. Any spell
of 5th level or lower cast from outside the barrier cant affect
creatures or objects within it, even if the spell is cast using a
higher level spell slot. Such a spell can target creatures and
objects within the barrier, but the spell has no effect on
them. Similarly, the area within the barrier is excluded from the
areas affected by such spells. At Higher Levels. When you cast
this spell using a spell slot of 7th level or higher, the barrier
blocks spells of one level higher for each slot level above
6th.
"""
name = "Globe of Invulnerability"
level = 6
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a glass or crystal bead that shatters when the spell ends"
duration = "Concentration, up to 1 minute"
magic_school = "Abjuration"
classes = ()
class GreaterInvisibility(Spell):
"""You or a creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is invisible as
long as it is on the targets person.
"""
name = "Greater Invisibility"
level = 4
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 1 minute"
magic_school = "Illusion"
classes = ()
class GreaterRestoration(Spell):
"""You imbue a creature you touch with positive energy to undo a
debilitating effect. You can reduce the targets exhaustion level
by one, or end one of the following effects on the target: • One
effect that charmed or petrified the target • One curse, including
the targets attunement to a cursed magic item • Any reduction to
one of the targets ability scores • One effect reducing the
targets hit point maximum
"""
name = "Greater Restoration"
level = 5
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "diamond dust worth at least 100 gp, which the spell consumes"
duration = "Instantaneous"
magic_school = "Abjuration"
classes = ()
class GuardianOfFaith(Spell):
"""A Large spectral guardian appears and hovers for the duration in an
unoccupied space of your choice that you can see within range. The
guardian occupies that space and is indistinct except for a
gleaming sword and shield emblazoned with the symbol of your
deity. Any creature hostile to you that moves to a space within 10
feet of the guardian for the first time on a turn must succeed on
a Dexterity saving throw. The creature takes 20 radiant damage on
a failed save, or half as much damage on a successful one. The
guardian vanishes when it has dealt a total of 60 damage.
"""
name = "Guardian of Faith"
level = 4
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "8 hours"
magic_school = "Conjuration"
classes = ()
class Guidance(Spell):
"""You touch one willing creature. Once before the spell ends, the
target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making
the ability check. The spell then ends.
"""
name = "Guidance"
level = 0
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 1 minute"
magic_school = "Divination"
classes = ('Cleric', 'Druid')
class GuidingBolt(Spell):
"""A flash of light streaks toward a creature of your choice within
range. Make a ranged spell attack against the target. On a hit,
the target takes 4d6 radiant damage, and the next attack roll made
against this target before the end of your next turn has
advantage, thanks to the mystical dim light glittering on the
target until then. 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 = "Guiding Bolt"
level = 1
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "1 round"
magic_school = "Evocation"
classes = ()
class GustOfWind(Spell):
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
direction you choose for the spells duration. Each creature that starts
its turn in the line must succeed on a Strength saving throw or be pushed
15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it
moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and
similar unprotected flames in the area. It causes protected flames, such as
those of lanterns, to dance wildly and has a 50 percent chance to
extinguish them.
As a bonus action on each of your turns before the spell ends, you can
change the direction in which the line blasts from you.
"""
name = "Gust of Wind"
level = 2
casting_time = "1 action"
casting_range = "Self (60-foot line)"
components = ("V", 'S', 'M')
materials = "A legume seed"
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ("Druid", "Sorceror", 'Wizard')
class Harm(Spell):
"""You unleash a virulent disease on a creature that you can see
within range. The target must make a Constitution saving throw. On
a failed save, it takes 14d6 necrotic damage, or half as much
damage on a successful save. The damage cant reduce the targets
hit points below 1. If the target fails the saving throw, its hit
point maximum is reduced for 1 hour by an amount equal to the
necrotic damage it took. Any effect that removes a disease allows
a creatures hit point maximum to return to normal before that
time passes.
"""
name = "Harm"
level = 6
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ()
class Haste(Spell):
"""Choose a willing creature that you can see within range. Until the
spell ends, the targets speed is doubled, it gains a +2 bonus to
AC, it has advantage on Dexterity saving throws, and it gains an
additional action on each of its turns. That action can be used
only to take the Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object action. When the spell ends, the target
cant move or take actions until after its next turn, as a wave of
lethargy sweeps over it.
"""
name = "Haste"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a shaving of licorice root"
duration = "Concentration, up to 1 minute"
magic_school = "Transmutation"
classes = ()
class Heal(Spell):
"""Choose a creature that you can see within range. A surge of
positive energy washes through the creature, causing it to regain
70 hit points. This spell also ends blindness, deafness, and any
diseases affecting the target. This spell has no effect on
constructs or undead. At Higher Levels. When you cast this spell
using a spell slot of 7th level or higher, the amount of healing
increases by 10 for each slot level above 6th.
"""
name = "Heal"
level = 6
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class HealingWord(Spell):
"""A creature of your choice that you can see within range regains hit
points equal to 1d4 + 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 1d4 for each slot level above
1st.
"""
name = "Healing Word"
level = 1
casting_time = "1 bonus action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class HellishRebuke(Spell):
"""Reaction: you are being damaged by a creature within 60 feet of you that you
can see. You point your finger, and the creature that damaged you is
momentarily surrounded by hellish flames. The creature must make a
Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by
1dlO for each slot level above 1st.
"""
name = 'Hellish Rebuke'
level = 1
casting_time = '1 reaction'
components = ('V', 'S')
materials = ''
duration = 'Instantaneous'
magic_school = 'Evolcation'
classes = ('Warlock',)
class HeroesFeast(Spell):
"""You bring forth a great feast, including magnificent food and
drink. The feast takes 1 hour to consume and disappears at the end
of that time, and the beneficial effects dont set in until this
hour is over. Up to twelve other creatures can partake of the
feast. A creature that partakes of the feast gains several
benefits. The creature is cured of all diseases and poison,
becomes immune to poison and being frightened, and makes all
Wisdom saving throws with advantage. Its hit point maximum also
increases by 2d10, and it gains the same number of hit
points. These benefits last for 24 hours.
"""
name = "Heroes' Feast"
level = 6
casting_time = "10 minutes"
components = ('V', 'S', 'M')
materials = "a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes"
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ()
class Hex(Spell):
"""You place a curse on a creature that you can see within range. Until the
spell ends, you deal an extra 1d6 necrotic damage to the target whenever
you hit it with an attack. Also, choose one ability when you cast the
spell. The target has disadvantage on ability checks made with the chosen
ability. If the target drops to 0 hit points before this spell ends, you
can use a bonus action on a subsequent turn of yours to curse a new
creature. A remove curse cast on the target ends this spell early. At
higher level: When you cast this spell using a spell slot of 3rd or 4th
level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your
concentration on the spell for up to 24 hours."""
name = 'Hex'
level = 1
casting_time = '1 bonus action'
casting_range = '90 feet'
components = ('V', 'S', 'M')
materials = 'The petrified eye of a newt'
duration = 'Concentration, up to 1 hour'
magic_school = 'Enchantment'
classes = ('Warlock',)
class HoldPerson(Spell):
"""Choose a humanoid that you can see within range. The target must
succeed on a Wisdom saving throw or be paralyzed for the
duration. At the end of each of its turns, the target can make
another Wisdom saving throw. On a success, the spell ends on the
target. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
humanoid for each slot level above 2nd. The humanoids must be
within 30 feet of each other when you target them.
"""
name = "Hold Person"
level = 2
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a small, straight piece of iron"
duration = "Concentration, up to 1 minute"
magic_school = "Enchantment"
classes = ()
class HolyAura(Spell):
"""Divine light washes out from you and coalesces in a soft radiance
in a 30-foot radius around you. Creatures of your choice in that
radius when you cast this spell shed dim light in a 5-foot radius
and have advantage on all saving throws, and other creatures have
disadvantage on attack rolls against them until the spell ends. In
addition, when a fiend or an undead hits an affected creature with
a melee attack, the aura flashes with brilliant light. The
attacker must succeed on a Constitution saving throw or be blinded
until the spell ends.
"""
name = "Holy Aura"
level = 8
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saints robe or a piece of parchment from a religious text"
duration = "Concentration, up to 1 minute"
magic_school = "Abjuration"
classes = ()
class HuntersMark(Spell):
"""You choose a creature you can see within range and mystically mark it as
your quarry. Until the spell ends, you deal an extra 1d6 damage to the
target whenever you hit it with a weapon attack, and you have advantage on
any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If
the target drops to 0 hit points before this spell ends, you can use a
bonus action on a subsequent turn of yours to mark a new creature.
At Higher Level:
When you cast this spell using a spell slot of 3rd or 4th level, you can
maintain your concentration on the spell for up to 8 hours. When you use a
spell slot of 5th level or higher, you can maintain your concentration on
the spell for up to 24 hours.
"""
name = "Hunter's Mark"
level = 1
casting_time = "1 bonus action"
casting_range = "90 feet"
components = ("V")
duration = "Concentration, up to 1 hour"
magic_school = "Diviniation"
classes = ("Ranger",)
class IceStorm(Spell):
"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius,
40-foot-high cylinder centered on a point within range. Each
creature in the cylinder must make a Dexterity saving throw. A
creature takes 2d8 bludgeoning damage and 4d6 cold damage on a
failed save, or half as much damage on a successful
one. Hailstones turn the storms area of effect into difficult
terrain until the end of your next turn. At Higher Levels. When
you cast this spell using a spell slot of 5th level or higher, the
bludgeoning damage increases by 1d8 for each slot level above
4th.
"""
name = "Ice Storm"
level = 4
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a pinch of dust and a few drops of water"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class Identify(Spell):
"""You choose one object that you must touch throughout the casting of
the spell. If it is a magic item or some other magic-imbued
object, you learn its properties and how to use them, whether it
requires attunement to use, and how many charges it has, if
any. You learn whether any spells are affecting the item and what
they are. If the item was created by a spell, you learn which
spell created it. If you instead touch a creature throughout the
casting, you learn what spells, if any, are currently affecting
it.
"""
name = "Identify"
level = 1
casting_time = "1 minute"
components = ('V', 'S', 'M')
materials = "a pearl worth at least 100 gp and an owl feather"
duration = "Instantaneous"
magic_school = "Divination"
classes = ()
class IllusoryScript(Spell):
"""You write on parchment, paper, or some other suitable writing material and
imbue it with a potent illusion that lasts for the duration. To you and
any creatures you designate when you cast the spell, the writing appears
normal, written in your hand, and conveys whatever meaning you intended
when you wrote the text. To all others, the writing appears as if it were
written in an unknown or magical script that is
unintelligible. Alternatively, you can cause the writing to appear to be an
entirely different message, written in a different hand and language,
though the language must be one you know. Should the spell be dispelled,
the original script and the illusion both disappear. A creature with
truesight can read the hidden message.
"""
name = 'Illusory Script'
level = 1
casting_time = '1 minute'
casting_range = 'Touch'
components = ('S', 'M')
materials = "a lead-based ink worth at least 10 gp, which the spell consumes"
duration = "10 days"
magic_school = "Illusion"
ritual = True
classes = ('Bard', 'Warlock', 'Wizard')
class Imprisonment(Spell):
"""You create a magical restraint to hold a creature that you can see
within range. The target must succeed on a Wisdom saving throw or
be bound by the spell; if it succeeds, it is immune to this spell
if you cast it again. While affected by this spell, the creature
doesnt need to breathe, eat, or drink, and it doesnt
age. Divination spells cant locate or perceive the target. When
you cast the spell, you choose one of the following forms of
imprisonment. Burial. The target is entombed far beneath the earth
in a sphere of magical force that is just large enough to contain
the target. Nothing can pass through the sphere, nor can any
creature teleport or use planar travel to get into or out of
it. The special component for this version of the spell is a small
mithral orb. Chaining. Heavy chains, firmly rooted in the ground,
hold the target in place. The target is restrained until the spell
ends, and it cant move or be moved by any means until then. The
special component for this version of the spell is a fine chain of
precious metal. Hedged Prison. The spell transports the target
into a tiny demiplane that is warded against teleportation and
planar travel. The demiplane can be a labyrinth, a cage, a tower,
or any similar confined structure or area of your choice. The
special component for this version of the spell is a miniature
representation of the prison made from jade. Minimus
Containment. The target shrinks to a height of 1 inch and is
imprisoned inside a gemstone or similar object. Light can pass
through the gemstone normally (allowing the target to see out and
other creatures to see in), but nothing else can pass through,
even by means of teleportation or planar travel. The gemstone
cant be cut or broken while the spell remains in effect. The
special component for this version of the spell is a large,
transparent gemstone, such as a corundum, diamond, or
ruby. Slumber. The target falls asleep and cant be awoken. The
special component for this version of the spell consists of rare
soporific herbs. Ending the Spell. During the casting of the
spell, in any of its versions, you can specify a condition that
will cause the spell to end and release the target. The condition
can be as specific or as elaborate as you choose, but the DM must
agree that the condition is reasonable and has a likelihood of
coming to pass. The conditions can be based on a creatures name,
identity, or deity but otherwise must be based on observable
actions or qualities and not based on intangibles such as level,
class, or hit points. A dispel magic spell can end the spell only
if it is cast as a 9th-level spell, targeting either the prison or
the special component used to create it. You can use a particular
special component to create only one prison at a time. If you cast
the spell again using the same component, the target of the first
casting is immediately freed from its binding.
"""
name = "Imprisonment"
level = 9
casting_time = "1 minute"
components = ('V', 'S', 'M')
materials = "a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target"
duration = "Until dispelled"
magic_school = "Abjuration"
classes = ()
class InflictWounds(Spell):
"""Make a melee spell attack against a creature you can reach. On a
hit, the target takes 3d10 necrotic damage. At Higher Levels. When
you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d10 for each slot level above 1st.
"""
name = "Inflict Wounds"
level = 1
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Necromancy"
classes = ()
class Invisibility(Spell):
"""A creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is invisible as
long as it is on the targets person. The spell ends for a target
that attacks or casts a spell. 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 = "Invisibility"
level = 2
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "an eyelash encased in gum arabic"
duration = "Concentration, up to 1 hour"
magic_school = "Illusion"
classes = ()