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dungeon-sheets/dungeonsheets/spells/spells_j_m.py
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from .spells import Spell
class Jump(Spell):
"""You touch a creature. The creatures jump distance is tripled until the
spell ends.
"""
name = "Jump"
level = 1
casting_time = '1 action'
casting_range = "Touch"
components = ("V", "S", "M")
materials = "A grasshoppers hind leg"
duration = "1 minute"
magic_school = "Transmutation"
classes = ("Druid", 'Ranger', 'Sorceror', 'Wizard')
class Knock(Spell):
"""Choose an object that you can see within range. The object can be a
door, a box, a chest, a set of manacles, a padlock, or another
object that contains a mundane or magical means that prevents
access. A target that is held shut by a mundane lock or that is
stuck or barred becomes unlocked, unstuck, or unbarred. If the
object has multiple locks, only one of them is unlocked. If you
choose a target that is held shut with arcane lock, that spell is
suppressed for 10 minutes, during which time the target can be
opened and shut normally. When you cast the spell, a loud knock,
audible from as far away as 300 feet, emanates from the target
object.
"""
name = "Knock"
level = 2
casting_time = "1 action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Transmutation"
classes = ()
class LesserRestoration(Spell):
"""You touch a creature and can end either one disease or one
condition afflicting it. The condition can be blinded, deafened,
paralyzed, or poisoned.
"""
name = "Lesser Restoration"
level = 2
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Abjuration"
classes = ()
class Levitate(Spell):
"""One creature or object of your choice that you can see within range
rises vertically, up to 20 feet, and remains suspended there for
the duration. The spell can levitate a target that weighs up to
500 pounds. An unwilling creature that succeeds on a Constitution
saving throw is unaffected. The target can move only by pushing or
pulling against a fixed object or surface within reach (such as a
wall or a ceiling), which allows it to move as if it were
climbing. You can change the targets altitude by up to 20 feet in
either direction on your turn. If you are the target, you can move
up or down as part of your move. Otherwise, you can use your
action to move the target, which must remain within the spells
range. When the spell ends, the target floats gently to the ground
if it is still aloft.
"""
name = "Levitate"
level = 2
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end"
duration = "Concentration, up to 10 minutes"
magic_school = "Transmutation"
classes = ()
class Light(Spell):
"""You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright light in
a 20-foot radius and dim light for an additional 20 feet. The
light can be colored as you like. Completely covering the object
with something opaque blocks the light. The spell ends if you cast
it again or dismiss it as an action. If you target an object held
or worn by a hostile creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
"""
name = "Light"
level = 0
casting_time = "1 action"
components = ('V', 'M')
materials = "a firefly or phosphorescent moss"
duration = "1 hour"
magic_school = "Evocation"
classes = ()
class LightningBolt(Spell):
"""A stroke of lightning forming a line 100 feet long and 5 feet wide
blasts out from you in a direction you choose. Each creature in
the line must make a Dexterity saving throw. A creature takes 8d6
lightning damage on a failed save, or half as much damage on a
successful one. The lightning 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 = "Lightning Bolt"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a bit of fur and a rod of amber, crystal, or glass"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class LocateCreature(Spell):
"""Describe or name a creature that is familiar to you. You sense the
direction to the creatures location, as long as that creature is
within 1,000 feet of you. If the creature is moving, you know the
direction of its movement. The spell can locate a specific
creature known to you, or the nearest creature of a specific kind
(such as a human or a unicorn), so long as you have seen such a
creature up close—within 30 feet—at least once. If the creature
you described or named is in a different form, such as being under
the effects of a polymorph spell, this spell doesnt locate the
creature. This spell cant locate a creature if running water at
least 10 feet wide blocks a direct path between you and the
creature.
"""
name = "Locate Creature"
level = 4
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a bit of fur from a bloodhound"
duration = "Concentration, up to 1 hour"
magic_school = "Divination"
classes = ()
class MageArmor(Spell):
"""You touch a willing creature who isn't wearing armor, and a
protective magical force surrounds it until the spell ends. The
target's base AC becomes 13 + its Dexterity modifier. The spell
ends it if the target dons armor or if you dismiss the spell as an
action.
"""
name = "Mage Armor"
level = 1
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "A piece of cured leather"
duration = "8 hours"
magic_school = "Abjuration"
classes = ('Sorceror', 'Wizard', )
class MageHand(Spell):
"""A spectral, floating hand appears at a point you choose within
range. The hand lasts for the duration or until you dismiss it as
an action. The hand vanishes if it is ever more than 30 feet away
from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand
to manipulate an object, open an unlocked door or container, stow
or retrieve an item from an open container, or pour the contents
out of a vial. You can move the hand up to 30 feet each time you
use it.
The hand can't attack, activate magical items, or carry more than
10 pounds.
"""
name = "Mage Hand"
level = 0
casting_time = "1 action"
casting_range = "30 feet"
components = ("V", "S", )
duration = "1 minute"
magic_school = "Conjuration"
classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
class MagicJar(Spell):
"""Your body falls into a catatonic state as your soul leaves it
and enters the container you used for the spell's material
component. While your soul inhabits the container, you are aware
of your surroundings as if you were in the container's space. You
can't move or use reactions. The only action you can take is to
project your soul up to 100 feet out of the container, either
returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you
that you can see (creatures warded by a protection from evil and
good or magic circle spell can't be possessed). The target must
make a Charisma saving throw. On a failure, your soul moves into
the target's body, and the target's soul becomes trapped in the
container. On a success, the target resists your efforts to
possess it, and you can't attempt to possess it again for 24
hours.
Once you possess a creature's body, you control it. Your game
statistics are replaced by the statistics of the creature, though
you retain your alignment and your Intelligence, Wisdom, and
Charisma scores. You retain the benefit of your own class
features. If the target has any class levels, you can't use any of
its class features.
Meanwhile, the possessed creature's soul can perceive from the
container using its own senses, but it can't move or take actions
at all.
While possessing a body, you can use your action to return from
the host body to the container if it is within 100 feet of you,
returning the host creature's soul to its body. If the host body
dies while you're in it, the creature dies, and you must make a
Charisma saving throw against your own spellcasting DC. On a
success, you return to the container if it is within 100 feet of
you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul
immediately returns to your body. If your body is more than 100
feet away from you or if your body is dead when you attempt to
return to it, you die. If another creature's soul is in the
container when it is destroyed, the creature's soul returns to its
body if the body is alive and within 100 feet. Otherwise, that
creature dies.
When the spell ends, the container is destroyed.
"""
name = "Magic Jar"
level = 6
casting_time = "1 minute"
casting_range = "Self"
components = ("V", "S", "M", )
materials = "a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)"
duration = "Until dispelled"
magic_school = "Necromancy"
classes = ('Wizard', )
class MagicMissile(Spell):
"""You create three glowing darts of magical force. Each dart hits a
creature of your choice that you can see within range. A dart
deals 1d4+1 force damage to its target. The darts all strike
simultaneously and you can direct them to hit one creature or
several.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, the spell creates one more dart for each slot
above 1st.
"""
name = "Magic Missile"
level = 1
casting_time = "1 action"
casting_range = "120 feet"
components = ("V", "S", )
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Sorceror', 'Wizard', )
class MagicWeapon(Spell):
"""You touch a nonmagical weapon. Until the spell ends, that weapon
becomes a magic weapon with a +1 bonus to attack rolls and damage
rolls. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the bonus increases to +2. When you
use a spell slot of 6th level or higher, the bonus increases to
+3.
"""
name = "Magic Weapon"
level = 2
casting_time = "1 bonus action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 1 hour"
magic_school = "Transmutation"
classes = ()
class MajorImage(Spell):
"""You create the image of an object, a creature, or some other
visible phenomenon that is no larger than a 20-foot cube. The
image appears at a spot that you can see within range and lasts
for the duration. It seems completely real, including sounds,
smells, and temperature appropriate to the thing depicted. You
cant create sufficient heat or cold to cause damage, a sound loud
enough to deal thunder damage or deafen a creature, or a smell
that might sicken a creature (like a troglodytes stench). As long
as you are within range of the illusion, you can use your action
to cause the image to move to any other spot within range. As the
image changes location, you can alter its appearance so that its
movements appear natural for the image. For example, if you create
an image of a creature and move it, you can alter the image so
that it appears to be walking. Similarly, you can cause the
illusion to make different sounds at different times, even making
it carry on a conversation, for example. Physical interaction with
the image reveals it to be an illusion, because things can pass
through it. A creature that uses its action to examine the image
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC. If
a creature discerns the illusion for what it is, the creature can
see through the image, and its other sensory qualities become
faint to the creature. At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the spell lasts until
dispelled, without requiring your concentration.
"""
name = "Major Image"
level = 3
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a bit of fleece"
duration = "Concentration, up to 10 minutes"
magic_school = "Illusion"
classes = ()
class MassCureWounds(Spell):
"""A wave of healing energy washes out from a point of your choice
within range. Choose up to six creatures in a 30-foot-radius
sphere centered on that point. Each target regains hit points
equal to 3d8 + 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 6th level or higher, the healing
increases by 1d8 for each slot level above 5th.
"""
name = "Mass Cure Wounds"
level = 5
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ()
class MassHeal(Spell):
"""A flood of healing energy flows from you into injured creatures
around you. You restore up to 700 hit points, divided as you
choose among any number of creatures that you can see within
range. Creatures healed by this spell are also cured of all
diseases and any effect making them blinded or deafened. This
spell has no effect on undead or constructs.
"""
name = "Mass Heal"
level = 9
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ()
class MassHealingWord(Spell):
"""As you call out words of restoration, up to six creatures of your
choice that you can see within range regain 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 4th level or higher, the healing
increases by 1d4 for each slot level above 3rd.
"""
name = "Mass Healing Word"
level = 3
casting_time = "1 bonus action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class MassSuggestion(Spell):
"""You suggest a course of activity (limited to a sentence or two) and
magically influence up to twelve creatures of your choice that you
can see within range and that can hear and understand
you. Creatures that cant be charmed are immune to this
effect. The suggestion must be worded in such a manner as to make
the course of action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or do some
other obviously harmful act automatically negates the effect of
the spell. Each target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you described to the
best of its ability. The suggested course of action can continue
for the entire duration. If the suggested activity can be
completed in a shorter time, the spell ends when the subject
finishes what it was asked to do. You can also specify conditions
that will trigger a special activity during the duration. For
example, you might suggest that a group of soldiers give all their
money to the first beggar they meet. If the condition isnt met
before the spell ends, the activity isnt performed. If you or any
of your companions damage a creature affected by this spell, the
spell ends for that creature. At Higher Levels. When you cast this
spell using a 7th-level spell slot, the duration is 10 days. When
you use an 8th-level spell slot, the duration is 30 days. When you
use a 9th-level spell slot, the duration is a year and a day.
"""
name = "Mass Suggestion"
level = 6
casting_time = "1 action"
components = ('V', 'M')
materials = "a snakes tongue and either a bit of honeycomb or a drop of sweet oil"
duration = "24 hours"
magic_school = "Enchantment"
classes = ()
class Maze(Spell):
"""You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration
or until it escapes the maze. The target can use its action to
attempt to escape. When it does so, it makes a DC 20 Intelligence
check. If it succeeds, it escapes, and the spell ends (a minotaur
or goristro demon automatically succeeds). When the spell ends,
the target reappears in the space it left or, if that space is
occupied, in the nearest unoccupied space.
"""
name = "Maze"
level = 8
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Concentration, up to 10 minutes"
magic_school = "Conjuration"
classes = ()
class MelfsAcidArrow(Spell):
"""A shimmering green arrow streaks toward a target within range and
burst in a spray of acid. Make a ranged spell attack against the
target. On a hit, the target takes 4d4 acid damage immediately and
2d4 acid damage at the end of its next turn. On a miss, the arrow
splashes the target for half as much of the initial damage and no
damage at the end of its next turn.
**At Higher Levels.** When you cast this spell using a spell slot
of 3rd level or higher, the damage (both initial and later)
increases by 1d4 for each slot level above 2nd.
"""
name = "Melf's Acid Arrow"
level = 2
casting_time = "1 action"
components = ('V', 'S', 'M', )
materials = "powdered rhubarb leaf and an adder's stomach"
duration = "Instantaneous"
magic_school = "Evocation"
classes = ('Wizard', )
class MeteorSwarm(Spell):
"""Blazing orbs of fire plummet to the ground at four different points
you can see within range. Each creature in a 40-foot-radius sphere
centered on each point you choose must make a Dexterity saving
throw. The sphere spreads around corners. A creature takes 20d6
fire damage and 20d6 bludgeoning damage on a failed save, or half
as much damage on a successful one. A creature in the area of more
than one fiery burst is affected only once. The spell damages
objects in the area and ignites flammable objects that arent
being worn or carried.
"""
name = "Meteor Swarm"
level = 9
casting_time = "1 action"
components = ('V', 'S')
materials = ""
duration = "Instantaneous"
magic_school = "Evocation"
classes = ()
class MinorIllusion(Spell):
"""You create a sound or an image of an object within range that lasts
for the duration. The illusion also ends if you dismiss it as an
action or cast this spell again. If you create a sound, its volume
can range from a whisper to a scream. It can be your voice,
someone elses voice, a lions roar, a beating of drums, or any
other sound you choose. The sound continues unabated throughout
the duration, or you can make discrete sounds at different times
before the spell ends. If you create an image of an object—such as
a chair, muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image cant create sound, light, smell, or
any other sensory effect. Physical interaction with the image
reveals it to be an illusion, because things can pass through
it. If a creature uses its action to examine the sound or image,
the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it is, the
illusion becomes faint to the creature.
"""
name = "Minor Illusion"
level = 0
casting_time = "1 action"
components = ('S', 'M')
materials = "a bit of fleece"
duration = "1 minute"
magic_school = "Illusion"
classes = ()
class MistyStep(Spell):
"""Briefly surrounded by silvery mist, you teleport up to 30 feet to
an unoccupied space that you can see.
"""
name = "Misty Step"
level = 2
casting_time = "1 bonus action"
components = ('V',)
materials = ""
duration = "Instantaneous"
magic_school = "Conjuration"
classes = ()
class MordenkainensSword(Spell):
"""You create a sword-shaped plane of force that hovers within
range. It lasts for the duration. When the sword appears, you make
a melee spell attack against a target of your choice within 5 feet
of the sword. On a hit, the target takes 3d10 force damage. Until
the spell ends, you can use a bonus action on each of your turns
to move the sword up to 20 feet to a spot you can see and repeat
this attack against the same target or a different one.
"""
name = "Mordenkainen's Sword"
level = 7
casting_time = "1 action"
components = ('V', 'S', 'M')
materials = "a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp"
duration = "Concentration, up to 1 minute"
magic_school = "Evocation"
classes = ()