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1134 lines
45 KiB
Python
1134 lines
45 KiB
Python
from .spells import Spell
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class Earthquake(Spell):
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"""You create a seismic disturbance at a point on the ground that you
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can see within range. For the duration, an intense tremor rips
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through the ground in a 100-foot-radius circle centered on that
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point and shakes creatures and structures in contact with the
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ground in that area. The ground in the area becomes difficult
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terrain. Each creature on the ground that is concentrating must
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make a Constitution saving throw. On a failed save, the creature’s
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concentration is broken. When you cast this spell and at the end
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of each turn you spend concentrating on it, each creature on the
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ground in the area must make a Dexterity saving throw. On a failed
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save, the creature is knocked prone. This spell can have
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additional effects depending on the terrain in the area, as
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determined by the DM. Fissures. Fissures open throughout the
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spell’s area at the start of your next turn after you cast the
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spell. A total of 1d6 such fissures open in locations chosen by
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the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends
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from one edge of the spell’s area to the opposite side. A creature
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standing on a spot where a fissure opens must succeed on a
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Dexterity saving throw or fall in. A creature that successfully
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saves moves with the fissure’s edge as it opens. A fissure that
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opens beneath a structure causes it to automatically collapse (see
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below). Structures. The tremor deals 50 bludgeoning damage to any
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structure in contact with the ground in the area when you cast the
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spell and at the start of each of your turns until the spell
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ends. If a structure drops to 0 hit points, it collapses and
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potentially damages nearby creatures. A creature within half the
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distance of a structure’s height must make a Dexterity saving
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throw. On a failed save, the creature takes 5d6 bludgeoning
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damage, is knocked prone, and is buried in the rubble, requiring a
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DC 20 Strength (Athletics) check as an action to escape. The DM
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can adjust the DC higher or lower, depending on the nature of the
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rubble. On a successful save, the creature takes half as much
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damage and doesn’t fall prone or become buried.
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"""
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name = "Earthquake"
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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 = "a pinch of dirt, a piece of rock, and a lump of clay"
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duration = "Concentration, up to 1 minute"
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magic_school = "Evocation"
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classes = ()
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class EldritchBlast(Spell):
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"""A beam of crackling energy streaks toward a creature within
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range. Make a ranged spell attack against the target. On a hit,
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the target takes 1d10 force damage.
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The spell creates more than one beam when you reach higher levels:
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two beams at 5th level, three beams at 11th level, and four beams
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at 17th level. You can direct the beams at the same target or at
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different ones. Make a separate attack roll for each beam.
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Evocation Cantrip
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"""
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name = 'Eldritch Blast'
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level = 0
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casting_time = "1 action"
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casting_range = "120 feet"
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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 = ('Warlock', )
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class ElementalWeapon(Spell):
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"""A nonmagical weapon you touch becomes a magic weapon. Choose one of
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the following damage types: acid, cold, fire, lightning, or
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thunder. For the duration, the weapon has a +1 bonus to attack
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rolls and deals an extra 1d4 damage of the chosen type when it
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hits.
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**At Higher Levels** When you cast this spell using a spell slot
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of 5th or 6th level, the bonus to attack rolls increases to +2 and
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the extra damage increases to 2d4. When you use a spell slot of
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7th level or higher, the bonus increases to +3 and the extra
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damage increases to 3d4.
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"""
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name = 'Elemental Weapon'
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level = 3
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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 = "Concentration, up to 1 hour"
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magic_school = "Transmutation"
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classes = ('Paladin', )
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class Entangle(Spell):
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"""Grasping weeds and vines sprout from the ground in a 20-foot square
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starting from a point within range. For the duration, these plants
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turn the ground in the area into difficult terrain.
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A creature in the area when you cast the spell must succeed on a
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Strength saving throw or be restrained by the entangling plants
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until the spell ends. A creature restrained by the plants can use
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its action to make a Strength check against your spell save DC. On
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a success, it frees itself.
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When the spell ends, the conjured plants wilt away.
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"""
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level = 1
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name = "Entangle"
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casting_time = "1 action"
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casting_range = "90 ft (20 ft area)"
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components = ("V", "S")
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duration = "Concentration, up to 1 minute"
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magic_school = "Conjuration"
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classes = ('Druid')
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class Enthrall(Spell):
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"""You weave a distracting string of words, causing creatures of your choice
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that you can see within range and that can hear you to make a Wisdom saving
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throw. Any creature that can’t be charmed succeeds on this saving throw
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automatically, and if you or your companions are fighting a creature, it has
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advantage on the save. On a failed save, the target has disadvantage on Wisdom
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(Perception) checks made to perceive any creature other than you until the
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spell ends or until the target can no longer hear you. The spell ends if you
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are incapacitated or can no longer speak.
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"""
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level = 2
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name = "Enthrall"
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casting_time = '1 action'
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casting_range = '60 feet'
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components = ('V', 'S')
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duration = "1 minute"
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magic_shool = "Enchantment"
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classes = ('Bard', 'Warlock')
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class Etherealness(Spell):
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"""You step into the border regions of the Ethereal Plane, in the area
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where it overlaps with your current plane. You remain in the
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Border Ethereal for the duration or until you use your action to
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dismiss the spell. During this time, you can move in any
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direction. If you move up or down, every foot of movement costs an
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extra foot. You can see and hear the plane you originated from,
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but everything there looks gray, and you can’t see anything more
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than 60 feet away. While on the Ethereal Plane, you can only
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affect and be affected by other creatures on that plane. Creatures
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that aren’t on the Ethereal Plane can’t perceive you and can’t
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interact with you, unless a special ability or magic has given
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them the ability to do so. You ignore all objects and effects that
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aren’t on the Ethereal Plane, allowing you to move through objects
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you perceive on the plane you originated from. When the spell
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ends, you immediately return to the plane you originated from in
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the spot you currently occupy. If you occupy the same spot as a
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solid object or creature when this happens, you are immediately
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shunted to the nearest unoccupied space that you can occupy and
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take force damage equal to twice the number of feet you are
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moved. This spell has no effect if you cast it while you are on
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the Ethereal Plane or a plane that doesn’t border it, such as one
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of the Outer Planes. At Higher Levels. When you cast this spell
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using a spell slot of 8th level or higher, you can target up to
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three willing creatures (including you) for each slot level above
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7th. The creatures must be within 10 feet of you when you cast the
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spell.
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"""
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name = "Etherealness"
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level = 7
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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 = "Up to 8 hours"
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magic_school = "Transmutation"
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classes = ("Bard", 'Cleric', 'Sorceror', 'Warlock', 'Wizard')
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class ExpeditiousRetreat(Spell):
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"""This spell allows you to move at an incredible pace. When you cast this
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spell, and then as a bonus action on each of your turns until the spell
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ends, you can take the Dash action.
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"""
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name = "Expeditious Retreat"
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level = 1
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casting_time = '1 bonus action'
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components = ('V', 'S')
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duration = "Concentration, up to 10 minutes"
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casting_range = "self"
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magic_school = "Transmutation"
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classes = ("Sorceror", "Warlock", "Wizard")
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class Eyebite(Spell):
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"""For the spell's duration, your eyes become an inky void imbued with
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dread power. One creature of your choice within 60 feet of you
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that you can see must succeed on a Wisdom saving throw or be
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affected by one of the following effects of your choice for the
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duration. On each of your turns until the spell ends, you can use
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your action to target another creature but can't target a creature
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again if it has succeeded on a saving throw against this casting
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of **eyebite**.
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**Asleep.** The target falls unconscious. It wakes up if it takes
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any damage or if another creature uses its action to shake the
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sleeper awake.
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**Panicked.** The target is frightened of you. On each of its
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turns, the frightened creature must take the Dash action and
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move away from you by the safest and shortest available route,
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unless there is nowhere to move. If the target moves to a place
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at least 60 feet away from you where it can no longer see you,
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this effect ends.
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**Sickened.** The target has disadvantage on attack rolls and
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ability checks. At the end of each of its turns, it can make
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another Wisdom saving throw. If it succeeds, the effect ends.
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"""
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name = "Eyebite"
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level = 6
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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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materials = ""
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duration = "1 minute"
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magic_school = "Necromancy"
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classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
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class FalseLife(Spell):
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"""Bolstering yourself with a necromantic facsimile of life, you gain
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1d4+4 temporary hit points for the duration.
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At Higher Levels: When you cast this spell using a spell slot of
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2nd level or higher, you gain 5 additional temporary hit points
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for each slot level above 1st.
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"""
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name = "False Life"
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level = 1
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casting_time = "1 action"
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casting_range = "Self (30 feet)"
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components = ("V", "S", "M")
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materials = "A small amount of alcohol or distilled spirits"
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duration = "1 hour"
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magic_school = "Necromancy"
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classes = ('Sorceror', 'Wizard', )
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class FindThePath(Spell):
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"""This spell allows you to find the shortest, most direct physical
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route to a specific fixed location that you are familiar with on
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the same plane of existence. If you name a destination on another
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plane of existence, a destination that moves (such as a mobile
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fortress), or a destination that isn’t specific (such as “a green
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dragon’s lair”), the spell fails. For the duration, as long as you
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are on the same plane of existence as the destination, you know
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how far it is and in what direction it lies. While you are
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traveling there, whenever you are presented with a choice of paths
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along the way, you automatically determine which path is the
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shortest and most direct route (but not necessarily the safest
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route) to the destination. Faerie Fire 1st-level evocation Casting
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Time: 1 action Range: 60 feet Components: V Duration:
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Concentration, up to 1 minute Each object in a 20-foot cube within
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range is outlined in blue, green, or violet light (your
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choice). Any creature in the area when the spell is cast is also
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outlined in light if it fails a Dexterity saving throw. For the
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duration, objects and affected creatures shed dim light in a
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10-foot radius. Any attack roll against an affected creature or
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object has advantage if the attacker can see it, and the affected
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creature or object can’t benefit from being invisible.
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"""
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name = "Find the Path"
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level = 6
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casting_time = "1 minute"
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components = ('V', 'S', 'M')
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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"
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duration = "Concentration, up to 1 day"
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magic_school = "Divination"
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classes = ()
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class FingerOfDeath(Spell):
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"""You send negative energy coursing through a creature that you can
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see within range, causing it searing pain. The target must make a
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Constitution saving throw. It takes 7d8 + 30 necrotic damage on a
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failed save, or half as much damage on a successful one. A
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humanoid killed by this spell rises at the start of your next turn
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as a zombie that is permanently under your command, following your
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verbal orders to the best of its ability.
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"""
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name = "Finger of Death"
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level = 7
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casting_time = "1 action"
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casting_range = "60 feet"
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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 = ('Sorceror', 'Warlock', 'Wizard', )
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class FireBolt(Spell):
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"""You hurl a mote of fire at a creature or object within range. Make
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a ranged spell attack against the target. On a hit, the target
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takes 1d10 fire damage. A flammable object hit by this spell
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ignites if it isn’t being worn or carried. This spell’s damage
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increases by 1d10 when you reach 5th level (2d10), 11th level
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(3d10), and 17th level (4d10).
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"""
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name = "Fire Bolt"
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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 FireStorm(Spell):
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"""A storm made up of sheets of roaring flame appears in a location
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you choose within range. The area of the storm consists of up to
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ten 10-foot cubes, which you can arrange as you wish. Each cube
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must have at least one face adjacent to the face of another
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cube. Each creature in the area must make a Dexterity saving
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throw. It takes 7d10 fire damage on a failed save, or half as much
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damage on a successful one. The fire damages objects in the area
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and ignites flammable objects that aren’t being worn or
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carried. If you choose, plant life in the area is unaffected by
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this spell.
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"""
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name = "Fire Storm"
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level = 7
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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 Fireball(Spell):
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"""A bright streak flashes from your pointing finger to a point you
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choose within range and then blossoms with a low roar into an
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explosion of flame. Each creature in a 20-foot-radius sphere
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centered on that point must make a Dexterity saving throw. A
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target takes 8d6 fire damage on a failed save, or half as much
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damage on a successful one. The fire spreads around corners. It
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ignites flammable objects in the area that aren’t being worn or
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carried. At Higher Levels. When you cast this spell using a spell
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slot of 4th level or higher, the damage increases by 1d6 for each
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slot level above 3rd.
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"""
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name = "Fireball"
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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 tiny ball of bat guano and sulfur"
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ()
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class FlameStrike(Spell):
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"""A vertical column of divine fire roars down from the heavens in a
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location you specify. Each creature in a 10-foot-radius,
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40-foot-high cylinder centered on a point within range must make a
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Dexterity saving throw. A creature takes 4d6 fire damage and 4d6
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radiant damage on a failed save, or half as much damage on a
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successful one. At Higher Levels. When you cast this spell using a
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spell slot of 6th level or higher, the fire damage or the radiant
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damage (your choice) increases by 1d6 for each slot level above
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5th.
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"""
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name = "Flame Strike"
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level = 5
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "pinch of sulfur"
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ()
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class FlamingSphere(Spell):
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"""A 5-foot-diameter sphere of fire appears in an unoccupied space of
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your choice within range and lasts for the duration. Any creature
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that ends its turn within 5 feet of the sphere must make a
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Dexterity saving throw. The creature takes 2d6 fire damage on a
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failed save, or half as much damage on a successful one.
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As a bonus action, you can move the sphere up to 30 feet. If you
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ram the sphere into a creature, that creature must make the saving
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throw against the sphere’s damage, and the sphere stops moving
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this turn.
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When you move the sphere, you can direct it over barriers up to 5
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feet tall and jump it across pits up to 10 feet wide. The sphere
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ignites flammable objects not being worn or carried, and it sheds
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bright light in a 20-foot radius and dim light for an additional
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20 feet.
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**At Higher Levels** When you cast this spell using a spell slot
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of 3rd level or higher, the damage increases by 1d6 for each slot
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level above 2nd.
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"""
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name = "Flaming Sphere"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = "a bit of tallow, a pinch of brimstone, and a dusting of powdered iron"
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duration = "Concentration, up to 1 minute"
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magic_school = "Conjuration"
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classes = ('Druid', 'Wizard', )
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class Fly(Spell):
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"""You touch a willing creature. The target gains a flying speed of 60
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feet for the duration. When the spell ends, the target falls if it
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is still aloft, unless it can stop the fall. 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, you can target one additional creature for each slot
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level above 3rd.
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"""
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name = "Fly"
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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 wing feather from any bird"
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duration = "Concentration, up to 10 minutes"
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magic_school = "Transmutation"
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classes = ()
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class FindSteed(Spell):
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"""You summon a spirit that assumes the form of an unusually
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intelligent, strong and loyal steed, creating a long lasting bond
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with it. Appearing in an unoccupied space within range, the steed
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takes on a form that you choose: a warhorse, a pony, a camel, an
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elk, or a mastiff. (Your DM might allow other animals to be
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summoned as steeds.) The steed has the statistics of the chosen
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form, though it is a celestial, fey or fiend (your choice) instead
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of its normal type. Additionally if your steed has an intelligence
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of 5 or less, its intelligence becomes 6, and it gains the ability
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to understand one language of your choice that you speak.
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The steed serves as a mount, both in combat and out, and you have
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an instinctive bond with it that allows you to fight as a seamless
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unit. While mounted on your steed, you can make any spell you cast
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that targets only you also target your steed.
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When the steed drops to 0 hit points, it disappears, leaving
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behind no physical form. You can dismiss your steed at any time as
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an action, causing it to disappear. In either case, casting this
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spell again summons the same steed, restored to its hit point
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maximum.
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While the steed is within 1 mile of you, you can communicate with
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it telepathically.
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|
||
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 can’t 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 target’s
|
||
movement is unaffected by difficult terrain, and spells and other
|
||
magical effects can neither reduce the target’s 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
|
||
target’s 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 doesn’t work). If that creature
|
||
is on a plane other than the one you are on, the portal opens in
|
||
the named creature’s 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 can’t 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 target’s 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 target’s 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 target’s attunement to a cursed magic item • Any reduction to
|
||
one of the target’s ability scores • One effect reducing the
|
||
target’s 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 spell’s 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 can’t reduce the target’s
|
||
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 creature’s 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 target’s 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
|
||
can’t 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 don’t 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 saint’s 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 storm’s 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
|
||
doesn’t need to breathe, eat, or drink, and it doesn’t
|
||
age. Divination spells can’t 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 can’t 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
|
||
can’t 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 can’t 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 creature’s 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 target’s 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 = ()
|
||
|
||
|