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418 lines
15 KiB
Python
418 lines
15 KiB
Python
from .spells import Spell
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class OttosIrresistibleDance(Spell):
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"""Choose one creature that you can see within range. The target
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begins a comic dance in place: shuffling, tapping its feet, and
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capering for the duration. Creatures that can’t be charmed are
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immune to this spell. A dancing creature must use all its movement
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to dance without leaving its space and has disadvantage on
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Dexterity saving throws and attack rolls. While the target is
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affected by this spell, other creatures have advantage on attack
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rolls against it. As an action, a dancing creature makes a Wisdom
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saving throw to regain control of itself. On a successful save,
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the spell ends.
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"""
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name = "Otto's Irresistible Dance"
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level = 6
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casting_time = "1 action"
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components = ('V',)
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materials = ""
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duration = "Concentration, up to 1 minute"
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magic_school = "Enchantment"
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classes = ('Bard', 'Wizard')
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class Passwall(Spell):
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"""A passage appears at a point of your choice that you can see on a
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wooden, plaster, or stone surface (such as a wall, a ceiling, or a
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floor) within range, and lasts for the duration. You choose the
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opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
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deep. The passage creates no instability in a structure
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surrounding it. When the opening disappears, any creatures or
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objects still in the passage created by the spell are safely
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ejected to an unoccupied space nearest to the surface on which you
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cast the spell.
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"""
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name = "Passwall"
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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 = "a pinch of sesame seeds"
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duration = "1 hour"
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magic_school = "Transmutation"
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classes = ('Wizard',)
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class PhantasmalForce(Spell):
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"""You craft an illusion that takes root in the mind of a creature
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that you can see within range. The target must make an
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Intelligence saving throw. On a failed save, you create a
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phantasmal object, creature or other visible phenomenon of your
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choice that is no larger than a 10-foot cube and that is
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perceivable only to the target for the duration. This spell has no
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effect on undead or constructs.
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The phantasm includes sound, temperature, and other stimuli, also
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evident only to the creature. The target can use its action to
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examine the phantasm with an Intelligence (Investigation) check
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against your spell save DC. If the check succeeds, the target
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realizes that the phantasm is an illusion, and the spell
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ends. While a target is affected by the spell, the target treats
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the phantasm as if it were real. The target rationalizes any
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illogical outcomes from interacting with the phantasm. For
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example, a target attempting to walk across a phantasmal bridge
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that spans a chasm falls once it steps onto the bridge. If the
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target survives the fall, it still believes that the bridge exists
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and comes up with some other explanation for its fall-it was
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pushed, it slipped, or a strong wind might have knocked it off.
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An affected target is so convinced of the phantasm's reality that
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it can even take damage from the illusion. A phantasm created to
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appear as a creature can attack the target. Similarly, a phantasm
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created to appear as fire, a pool of acid, or lava can burn the
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target. Each round on your turn, the phantasm can deal 1d6 psychic
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damage to the target if it is in the phantasm's area or within 5
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feet of the phantasm, provided that the illusion is of a creature
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or hazard that could logically deal damage, such as by
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attacking. The target perceives the damage as a type appropriate
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to the illusion.
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"""
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name = "Phantasmal Force"
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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 fleece"
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duration = "Concentration, up to 1 minute"
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magic_school = "Illusion"
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classes = ('Bard', 'Sorceror', 'Wizard')
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class PoisonSpray(Spell):
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"""You extend your hand toward a creature you can see within range and
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project a puff of noxious gas from your palm. The creature must
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succeed on a Constitution saving throw or take ``1d12`` poison
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damage. This spell’s damage increases by ``1d12`` when you reach
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5th level (``2d12``), 11th level (``3d12``), and 17th level
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(``4d12``).
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"""
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name = "Poison Spray"
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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 = "Conjuration"
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classes = ()
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class PowerWordKill(Spell):
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"""You utter a word of power that can compel one creature you can see
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within range to die instantly. If the creature you choose has 100
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hit points or fewer, it dies. Otherwise, the spell has no
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effect.
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"""
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name = "Power Word Kill"
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level = 9
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casting_time = "1 action"
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components = ('V',)
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materials = ""
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duration = "Instantaneous"
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magic_school = "Enchantment"
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classes = ('Bard', 'Wizard', 'Sorceror', 'Warlock')
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class PowerWordStun(Spell):
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"""You speak a word of power that can overwhelm the mind of one
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creature you can see within range, leaving it dumbfounded. If the
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target has 150 hit points or fewer, it is stunned. Otherwise, the
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spell has no effect. The stunned target must make a Constitution
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saving throw at the end of each of its turns. On a successful
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save, this stunning effect ends.
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"""
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name = "Power Word Stun"
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level = 8
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casting_time = "1 action"
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components = ('V',)
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materials = ""
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duration = "Instantaneous"
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magic_school = "Enchantment"
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classes = ()
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class PrayerOfHealing(Spell):
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"""Up to six creatures of your choice that you can see within range
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each regain hit points equal to 2d8 + your spellcasting ability
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modifier. This spell has no effect on undead or constructs. At
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Higher Levels. When you cast this spell using a spell slot of 3rd
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level or higher, the healing increases by 1d8 for each slot level
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above 2nd.
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"""
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name = "PrayerOfHealing"
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level = 2
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casting_time = "10 minutes"
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components = ('V',)
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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 Prestidigitation(Spell):
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"""This spell is a minor magical trick that novice spellcasters use
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for practice. You create one of the following magical effects
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within range.
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- You create an instantaneous, harmless sensory effect, such as a
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shower of sparks, a puff of wind, faint musical notes, or an odd
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odor.
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- You instantaneously light or snuff out a candle, a torch, or a
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small campfire.
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- You instantaneously clean or soil an object no larger than 1
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cubic foot.
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- You chill, warm, or flavor up to 1 cubic foot of nonliving
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material for 1 hour.
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- You make a color, a small mark, or a symbol appear on an object
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or a surface for 1 hour.
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- You create a nonmagical trinket or an illusory image that can
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fit in your hand and that lasts until the end of your next turn.
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If you cast this spell multiple times, you can have up to three of
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its non-instantaneous effects active at a time, and you can
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dismiss such an effect as an action.
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"""
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name = "Prestidigitation"
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level = 0
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casting_time = "1 action"
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casting_range = "10 feet"
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components = ("V", "S", )
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duration = "1 hour"
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magic_school = "Transmutation"
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classes = ('Bard', 'Sorceror', 'Warlock', 'Wizard', )
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class ProtectionFromEnergy(Spell):
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"""For the duration, the willing creature you touch has resistance to
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one damage type of your choice: acid, cold, fire, lightning, or
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thunder.
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"""
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name = "Protection from Energy"
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level = 3
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casting_time = "1 action"
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components = ('V', 'S')
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materials = ""
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duration = "Concentration, up to 1 hour"
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magic_school = "Abjuration"
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classes = ()
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class RaiseDead(Spell):
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"""You return a dead creature you touch to life, provided that it has
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been dead no longer than 10 days. If the creature’s soul is both
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willing and at liberty to rejoin the body, the creature returns to
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life with 1 hit point.
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This spell also neutralizes any poisons and
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cures nonmagical diseases that affected the creature at the time
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it died. This spell doesn’t, however, remove magical diseases,
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curses, or similar effects; if these aren’t first removed prior to
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casting the spell, they take effect when the creature returns to
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life. The spell can’t return an undead creature to life.
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This spell closes all mortal wounds, but it doesn’t restore
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missing body parts. If the creature is lacking body parts or
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organs integral for its survival—its head, for instance—the spell
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automatically fails.
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Coming back from the dead is an ordeal. The target takes a −4
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penalty to all attack rolls, saving throws, and ability
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checks. Every time the target finishes a long rest, the penalty is
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reduced by 1 until it disappears.
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"""
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name = "Raise Dead"
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level = 5
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casting_time = "1 hour"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = "a diamond worth at least 500 gp, which the spell consumes"
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duration = "Instantaneous"
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magic_school = "Necromancy"
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classes = ('Bard', 'Cleric', 'Paladin', )
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class RayOfEnfeeblement(Spell):
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"""A black beam of enervating energy springs from your finger toward a
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creature within range. Make a ranged spell attack against the
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target. On a hit, the target deals only half damage with weapon
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attacks that use Strength until the spell ends.
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At the end of each of the target's turns, it can make a
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Constitution saving throw against the spell. On a success, the
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spell ends.
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"""
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name = "Ray of Enfeeblement"
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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', )
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materials = ""
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duration = "Concentration (1 minute)"
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magic_school = "Necromancy"
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classes = ('Warlock', 'Wizard', )
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class RayOfFrost(Spell):
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"""A frigid beam of blue-white light streaks toward a creature within
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range. Make a ranged spell attack against the target. On a hit, it
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takes 1d8 cold damage, and its speed is reduced by 10 feet until
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the start of your next turn.
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The spell's damage increases by 1d8 when you reach 5th level
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(2d8), 11th level (3d8), and 17th level (4d8).
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"""
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name = "Ray of Frost"
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level = 0
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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 = "Instantaneous"
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magic_school = "Evocation"
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classes = ('Sorceror', 'Wizard', )
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class RayOfSickness(Spell):
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"""A ray of sickening greenish energy lashes out toward a creature
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within range. Make a ranged spell attack against the target. On a
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hit, the target takes 2d8 poison damage and must make a
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Constitution saving throw. On a failed save, it is also poisoned
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until the end of your next turn.
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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, the damage increases by 1d8 for each slot
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level above 1st.
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"""
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name = "Ray of Sickness"
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level = 1
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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 = "Instantaneous"
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magic_school = "Necromancy"
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classes = ('Sorceror', 'Wizard', )
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class Regenerate(Spell):
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"""You touch a creature and stimulate its natural healing ability. The
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target regains 4d8 + 15 hit points. For the duration of the spell,
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the target regains 1 hit point at the start of each of its turns
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(10 hit points each minute). The target’s severed body members
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(fingers, legs, tails, and so on), if any, are restored after 2
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minutes. If you have the severed part and hold it to the stump,
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the spell instantaneously causes the limb to knit to the stump.
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"""
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name = "Regenerate"
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level = 7
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casting_time = "1 minute"
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components = ('V', 'S', 'M')
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materials = "a prayer wheel and holy water"
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duration = "1 hour"
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magic_school = "Transmutation"
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classes = ()
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class RemoveCurse(Spell):
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"""At your touch, all curses affecting one creature or object end. If
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the object is a cursed magic item, its curse remains, but the
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spell breaks its owner’s attunement to the object so it can be
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removed or discarded.
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"""
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name = "Remove Curse"
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level = 3
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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 = "Abjuration"
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classes = ()
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class Resistance(Spell):
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"""You touch one willing creature. Once before the spell ends, the
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target can roll a d4 and add the number rolled to one saving throw
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of its choice. It can roll the die before or after making the
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saving throw. The spell then ends.
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"""
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name = "Resistance"
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level = 0
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casting_time = "1 action"
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components = ('V', 'S', 'M')
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materials = "a miniature cloak"
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duration = "Concentration, up to 1 minute"
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magic_school = "Abjuration"
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classes = ()
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class Resurrection(Spell):
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"""You touch a dead creature that has been dead for no more than a
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century, that didn’t die of old age, and that isn’t undead. If its
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soul is free and willing, the target returns to life with all its
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hit points. This spell neutralizes any poisons and cures normal
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diseases afflicting the creature when it died. It doesn’t,
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however, remove magical diseases, curses, and the like; if such
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effects aren’t removed prior to casting the spell, they afflict
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the target on its return to life. This spell closes all mortal
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wounds and restores any missing body parts. Coming back from the
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dead is an ordeal. The target takes a −4 penalty to all attack
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rolls, saving throws, and ability checks. Every time the target
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finishes a long rest, the penalty is reduced by 1 until it
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disappears. Casting this spell to restore life to a creature that
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has been dead for one year or longer taxes you greatly. Until you
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finish a long rest, you can’t cast spells again, and you have
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disadvantage on all attack rolls, ability checks, and saving
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throws.
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"""
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name = "Resurrection"
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level = 7
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casting_time = "1 hour"
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components = ('V', 'S', 'M')
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materials = "a diamond worth at least 1,000 gp, which the spell consumes"
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duration = "Instantaneous"
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magic_school = "Necromancy"
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classes = ()
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class Revivify(Spell):
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"""You touch a creature that has died within the last minute. That
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creature returns to life with 1 hit point. This spell can’t return
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to life a creature that has died of old age, nor can it restore
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any missing body parts.
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"""
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name = "Revivify"
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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 = "diamonds worth 300 gp, which the spell consumes"
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duration = "Instantaneous"
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magic_school = "Conjuration"
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classes = ()
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