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1720 lines
69 KiB
Python
1720 lines
69 KiB
Python
from .spells import Spell
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class CallLightning(Spell):
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"""A storm cloud appears in the shape of a cylinder that is 10 feet tall with a
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60-foot radius, centered on a point you can see 100 feet directly above you. The
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spell fails if you can’t see a point in the air where the storm cloud could
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appear (for example, if you are in a room that can’t accommodate the cloud).
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When you cast the spell, choose a point you can see within range. A bolt of
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lightning flashes down from the cloud to that point. Each creature within 5 feet
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of that point must make a Dexterity saving throw. A creature takes 3d10
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lightning damage on a failed save, or half as much damage on a successful one.
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On each of your turns until the spell ends, you can use your action to call down
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lightning in this way again, targeting the same point or a different one.
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If
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you are outdoors in stormy conditions when you cast this spell, the spell gives
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you control over the existing storm instead of creating a new one. Under such
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conditions, the spell’s damage increases by 1d10.
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At Higher Levels: When you
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cast this spell using a spell slot of 4th or higher level, the damage increases
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by 1d10 for each slot level above 3rd.
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"""
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name = "Call Lightning"
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level = 3
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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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materials = """"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid',)
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class CalmEmotions(Spell):
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"""You attempt to suppress strong emotions in a group of people.
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Each humanoid in
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a 20-foot-radius sphere centered on a point you choose within range must make a
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Charisma saving throw; a creature can choose to fail this saving throw if it
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wishes. If a creature fails its saving throw, choose one of the following two
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effects. You can suppress any effect causing a target to be charmed or
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frightened. When this spell ends, any suppressed effect resumes, provided that
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its duration has not expired in the meantime.
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Alternatively, you can make a
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target indifferent about creatures of your choice that it is hostile toward.
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This indifference ends if the target is attacked or harmed by a spell or if it
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witnesses any of its friends being harmed. When the spell ends, the creature
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becomes hostile again, unless the DM rules otherwise.
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"""
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name = "Calm Emotions"
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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, up to 1 minute"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Cleric')
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class Catapult(Spell):
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"""Choose one object weighing 1 to 5 pounds within range that isn’t being worn or
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carried. The object flies in a straight line up to 90 feet in a direction you
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choose before falling to the ground, stopping early if it impacts against a
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solid surface. If the object would strike a creature, that creature must make a
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Dexterity saving throw. On a failed save, the object strikes the target and
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stops moving. In either case, both the object and the creature or solid surface
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take 3d8 bludgeoning damage.
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At Higher Levels. When you cast this spell using a
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spell slot of 2nd level or higher, the maximum weight of objects that you can
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target with this spell increases by 5 pounds, and the damage increases by 1d8,
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for each slot level above 1st.
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"""
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name = "Catapult"
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level = 1
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casting_time = "1 action"
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casting_range = "150 feet"
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components = ('S',)
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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Sorcerer', 'Wizard')
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class Catnap(Spell):
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"""You make a calming gesture, and up to three willing creatures of your choice
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that you can see within range fall unconscious for the spell’s duration. The
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spell ends on a target early if it takes damage or someone uses an action to
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shake or slap it awake. If a target remains unconscious for the full duration,
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that target gains the benefit of a short rest, and it can’t be affected by this
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spell again until it finishes a long rest.
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At Higher Levels: When you cast this
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spell using a spell slot of 4th level or higher, you can target one additional
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willing creature for each slot level above 3rd.
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"""
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name = "Catnap"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('S', 'M')
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materials = """A pinch of sand"""
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duration = "10 minutes"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Wizard', 'Bard', 'Sorcerer')
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class CauseFear(Spell):
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"""You awaken the sense of mortality in one creature you can see within range. A
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construct or an undead is immune to this effect. The target must succeed on a
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Wisdom saving throw or become frightened of you until the spell ends. The
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frightened target can repeat the saving throw at the end of each of its turns,
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ending the effect on itself on a success.
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At Higher Levels: When you cast this
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spell using a spell slot of 2nd level or higher, you can target one additional
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creature for each slot level above lst. The creatures must be within 30 feet of
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each other when you target them.
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"""
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name = "Cause Fear"
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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',)
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Warlock', 'Wizard')
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class Ceremony(Spell):
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"""You perform a special religious ceremony that is infused with magic. When you
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cast the spell, choose one of the following rites, the target of which must be
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within 10 feet of you throughout the casting.
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Atonement. You touch one willing
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creature whose alignment has changed, and you make a DC 20 Wisdom (Insight)
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check. On a successful check, you restore the target to its original alignment.
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Bless Water. You touch one vial of water and cause it to become holy water.
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Coming of Age. You touch one humanoid who is a young adult. For the next 24
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hours, whenever the target makes an ability check, it can roll a d4 and add the
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number rolled to the ability check. A creature can benefit from this rite only
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once.
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Dedication. You touch one humanoid who wishes to be dedicated to your
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god’s service. For the next 24 hours, whenever the target makes a saving throw,
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it can roll a d4 and add the number rolled to the save. A creature can benefit
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from this rite only once.
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Funeral Rite. You touch one corpse, and for the next 7
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days, the target can’t become undead by any means short of a wish spell.
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Wedding. You touch adult humanoids willing to be bonded together in marriage.
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For the next 7 days, each target gains a +2 bonus to AC while they are within 30
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feet of each other. A creature can benefit from this rite again only if
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widowed.
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"""
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name = "Ceremony"
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level = 1
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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 = """25 gp worth of powdered silver,which the spell consumes"""
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duration = "Instantaneous"
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ritual = True
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin')
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class ChainLightning(Spell):
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"""You create a bolt of lightning that arcs toward a target of your choice that you
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can see within range. Three bolts then leap from that target to as many as
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three other targets, each of which must be within 30 feet of the first target. A
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target can be a creature or an object and can be targeted by only one of the
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bolts.
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A target must make a Dexterity saving throw. The target takes 10d8
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lightning damage on a failed save, or half as much on a successful one.
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At
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Higher Levels: When you cast this spell using a spell slot of 7th level or
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higher, one additional bolt leaps from the first target to another target for
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each slot level above 6th.
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"""
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name = "Chain Lightning"
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level = 6
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casting_time = "1 action"
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casting_range = "150 feet"
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components = ('V', 'S', 'M')
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materials = """A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Sorcerer', 'Wizard')
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class ChaosBolt(Spell):
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"""You hurl an undulating, warbling mass of chaotic energy at one creature in
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range. Make a ranged spell attack against the target. On a hit, the target takes
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2d8 + 1d6 damage. Choose one of the dSs. The number rolled on that die
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determines the attacks damage type, as shown below.
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d8 / Damage Type
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1 / Acid
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2
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/ Cold
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3 / Fire
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4 / Force
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5 / Lightning
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6 / Poison
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7 / Psychic
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8 / Thunder
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If
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you roll the same number on both d8s, the chaotic energy leaps from the target
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to a different creature of your choice within 30 feet of it. Make a new attack
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roll against the new target, and make a new damage roll, which could cause the
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chaotic energy to leap again. A creature can be targeted only once by each
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casting of this spell.
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At Higher Levels: When you cast this spell using a spell
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slot of 2nd level or higher, each target takes 1d6 extra damage of the type
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rolled for each slot level above 1st.
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"""
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name = "Chaos Bolt"
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level = 1
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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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materials = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Sorcerer',)
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class CharmMonster(Spell):
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"""You attempt to charm a creature you can see within range. It must make a Wisdom
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saving throw, and it does so with advantage if you or your companions are
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fighting it. If it fails the saving throw, it is charmed by you until the spell
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ends or until you or your companions do anything harmful to it. The charmed
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creature is friendly to you. When the spell ends, the creature knows it was
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charmed by you.
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At Higher Levels: When you cast this spell using a spell slot
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of 5th level or higher, you can target one additional creature for each slot
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level above 4th. The creatures must be within 30 feet of each other when you
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target them.
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"""
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name = "Charm Monster"
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level = 4
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "1 hour"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Sorcerer', 'Warlock', 'Wizard')
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class CharmPerson(Spell):
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"""You attempt to charm a humanoid you can see within range.
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It must make a Wisdom
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saving throw, and does so with advantage if you or your companions are fighting
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it. If it fails the saving throw, it is charmed by you until the spell ends or
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until you or your companions do anything harmful to it.The charmed creature
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regards you as a friendly acquaintance. When the spell ends, the creature knows
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it was charmed by you.
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At Higher Levels: When you cast this spell using a spell
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slot of 2nd level or higher, you can target one additional creature for each
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slot level above 1st. The creatures must be within 30 feet of each other when
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you target them.
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"""
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name = "Charm Person"
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level = 1
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "1 hour"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Druid', 'Sorcerer', 'Warlock', 'Wizard')
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class ChillTouch(Spell):
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"""You create a ghostly, skeletal hand in the space of a creature within range.
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Make a ranged spell attack against the creature to assail it with the chill of
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the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain
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hit points until the start of your next turn. Until then, the hand clings to the
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target. If you hit an undead target, it also has disadvantage on attack rolls
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against you until the end of your next turn.
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At Higher Levels: This spell’s
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damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
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17th level (4d8).
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"""
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name = "Chill Touch"
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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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materials = """"""
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duration = "1 round"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class ChromaticOrb(Spell):
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"""You hurl a 4-inch-diameter sphere of energy at a creature that you can see
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within range. You choose acid, cold, fire, lightning, poison, or thunder for the
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type of orb you create, and then make a ranged spell attack against the target.
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If the attack hits, the creature takes 3d8 damage of the type you chose.
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At
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Higher Levels: When you cast this spell using a spell slot of 2nd level or
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higher, the damage increases by 1d8 for each slot level above 1st.
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"""
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name = "Chromatic Orb"
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level = 1
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A diamond worth at least 50 gp"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Sorcerer', 'Wizard')
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class CircleOfDeath(Spell):
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"""A sphere of negative energy ripples out in a 60-foot-radius sphere from a point
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within range. Each creature in that area must make a Constitution saving throw.
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A target takes 8d6 necrotic damage on a failed save, or half as much damage on a
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successful one.
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At Higher Levels: W hen you cast this spell using a spell slot
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of 7th level or higher, the damage increases by 2d6 for each slot level above
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6th.
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"""
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name = "Circle Of Death"
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level = 6
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casting_time = "1 action"
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casting_range = "150 feet"
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components = ('V', 'S', 'M')
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materials = """The powder of a crushed black pearl worth at least 500 gp"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class CircleOfPower(Spell):
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"""Divine energy radiates from you, distorting and diffusing magical energy within
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30 feet of you.
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Until the spell ends, the sphere moves with you, centered on
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you. For the duration, each friendly creature in the area (including you) has
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advantage on saving throws against spells and other magical effects.
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Additionally, when an affected creature succeeds on a saving throw made against
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a spell or magical effect that allows it to make a saving throw to take only
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half damage, it instead takes no damage if it succeeds on the saving throws.
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"""
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name = "Circle Of Power"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (30-foot radius)"
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components = ('V',)
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materials = """"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Paladin',)
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class Clairvoyance(Spell):
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"""You create an invisible sensor within range in a location familiar to you (a
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place you have visited or seen before) or in an obvious location that is
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unfamiliar to you (such as behind a door, around a corner, or in a grove of
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trees). The sensor remains in place for the duration, and it can’t be attacked
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or otherwise interacted with.
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When you cast the spell, you choose seeing or
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hearing. You can use the chosen sense through the sensor as if you were in its
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space. As your action, you can switch between seeing and hearing. A creature
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that can see the sensor (such as a creature benefitting from see invisibility or
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truesight) sees a luminous, intangible orb about the size of your fist.
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"""
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name = "Clairvoyance"
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level = 3
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casting_time = "10 minutes"
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casting_range = "1 mile"
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components = ('V', 'S', 'M')
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materials = """A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Divination"
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classes = ('Bard', 'Cleric', 'Sorcerer', 'Wizard')
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class Clone(Spell):
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"""This spell grows an inert duplicate of a living creature as a safeguard against
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death.
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This clone forms inside a sealed vessel and grows to full size and
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maturity after 120 days; you can also choose to have the clone be a younger
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version of the same creature. It remains inert and endures indefinitely, as long
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as its vessel remains undisturbed.
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At any time after the clone matures, if
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the original creature dies, its soul transfers to the clone, provided that the
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soul is free and willing to return. The clone is physically identical to the
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original and has the same personality, memories, and abilities, but none of the
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original’s equipment. The original creature’s physical remains, if they still
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exist, becom e inert and can’t thereafter be restored to life, since the
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creature’s soul is elsewhere.
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"""
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name = "Clone"
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level = 8
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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 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consum es, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a medium creature, such"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Necromancy"
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classes = ('Wizard',)
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class CloudOfDaggers(Spell):
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"""You fill the air with spinning daggers in a cube 5 feet on each side, centered
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on a point you choose within range. A creature takes 4d4 slashing damage when it
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enters the spell’s area for the first time on a turn or starts its turn there.
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At Higher Levels: When you cast this spell using a spell slot of 3rd level or
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higher, the damage increases by 2d4 for each slot level above 2nd.
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"""
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name = "Cloud Of Daggers"
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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 sliver of glass"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class Cloudkill(Spell):
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"""You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a
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point you choose within range. The fog spreads around corners. It lasts for the
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duration or until strong wind dispereses the fog, ending the spell. Its area is
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heavily obscured.
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When a creature enters the spell’s area for the first time
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on a turn or starts its turn there, that creature must make a Constitution
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saving throw. The creature takes 5d8 poison damageon a failed save, or half as
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much damage on a successful one. Creatures are affected even if they hold their
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breath or don’t need to breathe.
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The fog moves 10 feet away from you at the
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start of each of your turns, rolling along the surface of the ground. The
|
||
vapors, being heavier than air, sink to the lowest level of the land, even
|
||
pouring down openings.
|
||
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d8 for each slot level
|
||
above 5th.
|
||
"""
|
||
name = "Cloudkill"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class ColorSpray(Spell):
|
||
"""A dazzling array of flashing, colored light springs from your hand.
|
||
Roll 6d10,
|
||
the total is how many hit points of creatures this spell can effect. Creatures
|
||
in a 15-foot cone originating from you are affected in ascending order of their
|
||
current hit points (ignoring unconscious creatures and creatures that can’t
|
||
see).
|
||
|
||
Starting with the creature that has the lowest current hit points, each
|
||
creature affected by this spell is blinded until the spell ends. Subtract each
|
||
creature’s hit points from the total before moving on to the creature with the
|
||
next lowest hit points. A creature’s hit points must be equal to or less than
|
||
the remaining total for the creature to be affected.
|
||
|
||
At Higher Levels: When you
|
||
cast this spell using a spell slot of 2nd level or higher, roll an additional
|
||
2d10 for each slot level above 1st.
|
||
"""
|
||
name = "Color Spray"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self (15-foot cone)"
|
||
components = ('V', 'S', 'M')
|
||
materials = """"""
|
||
duration = "1 round"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class Command(Spell):
|
||
"""You speak a one-word command to a creature you can see within range.
|
||
The target
|
||
must succeed on a Wisdom saving throw or follow the command on its next turn.
|
||
The spell has no effect if the target is undead, if it doesn’t understand your
|
||
language, or if your command is directly harmful to it. Some typical commands
|
||
and their effects follow. You might issue a command other than one described
|
||
here. If you do so, the DM determines how the target behaves. If the target
|
||
can’t follow your command, the spell ends.
|
||
Approach The target moves toward you
|
||
by the shortest and most direct route, ending its turn if it moves within 5 feet
|
||
of you.
|
||
Drop The target drops whatever it is holding and then ends its turn.
|
||
|
||
Flee The target spends its turn moving away from you by the fastest available
|
||
means.
|
||
Grovel The target falls prone and then ends its turn.
|
||
Halt The target
|
||
doesn’t move and takes no actions. A flying creature stays aloft, provided that
|
||
it is able to do so. If it must move to stay aloft, it flies the minimum
|
||
distance needed to remain in the air.
|
||
|
||
At Higher Levels: When you cast this
|
||
spell using a spell slot of 2nd level or higher, you can affect one additional
|
||
creature for each slot level above 1st. The creatures must be within 30 feet of
|
||
each other when you target them
|
||
"""
|
||
name = "Command"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "1 round"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Cleric', 'Paladin')
|
||
|
||
|
||
class Commune(Spell):
|
||
"""You contact your deity or a divine proxy and ask up to three questions that can
|
||
be answered with a yes or no. You must ask your questions before the spell ends.
|
||
You receive a correct answer for each question.
|
||
|
||
Divine beings aren’t
|
||
necessarily omniscient, so you might receive “unclear” as an answer if a
|
||
question pertains to information that lies beyond the deity’s knowledge. In a
|
||
case where a one-word answer could be misleading or contrary to the deity’s
|
||
interests, the DM might offer a short phrase as an answer instead.
|
||
|
||
If you cast
|
||
the spell two or more times before finishing your next long rest, there is a
|
||
cumulative 25 percent chance for each casting after the first that you get no
|
||
answer. The DM makes this roll in secret.
|
||
"""
|
||
name = "Commune"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "Self"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Incense and a vial of holy or unholy water"""
|
||
duration = "1 minute"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class CommuneWithNature(Spell):
|
||
"""You briefly become one with nature and gain knowledge of the surrounding
|
||
territory.
|
||
In the outdoors, the spell gives you knowledge of the land within 3
|
||
miles of you. In caves and other natural underground settings, the radius is
|
||
limited to 300 feet. The spell doesn’t function where nature has been replaced
|
||
by construction, such as in dungeons and towns.
|
||
|
||
You instantly gain knowledge
|
||
of up to three facts of your choice about any of the following subjects as they
|
||
relate to the area:
|
||
|
||
• terrain and bodies of water
|
||
• prevalent plants,
|
||
minerals, animals, or peoples
|
||
• powerful celestials, fey, fiends, elementals,
|
||
or undead
|
||
• influence from other planes of existence
|
||
• buildings
|
||
|
||
For
|
||
example, you could determine the location of powerful undead in the area, the
|
||
location of major sources of safe drinking water, and the location of any nearby
|
||
towns.
|
||
"""
|
||
name = "Commune With Nature"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class CompelledDuel(Spell):
|
||
"""You attempt to compel a creature into a duel.
|
||
One creature that you can see
|
||
within range must make a Wisdom saving throw. On a failed save, the creature is
|
||
drawn to you, compelled by your divine demand. For the duration, it has
|
||
disadvantage on attack rolls against creatures other than you, and must make a
|
||
Wisdom saving throw each time it attempts to move to a space that is more than
|
||
30 feet away from you; if it succeeds on this saving throw, this spell doesn’t
|
||
restrict the target’s movement for that turn.
|
||
|
||
The spell ends if you attack any
|
||
other creature, if you cast a spell that targets a hostile creature other than
|
||
the target, if a creature friendly to you damages the target or casts a harmful
|
||
spell on it, or if you end your turn more than 30 feet away from the target.
|
||
"""
|
||
name = "Compelled Duel"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "30 feet"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class ComprehendLanguages(Spell):
|
||
"""For the duration, you understand the literal meaning of any spoken language that
|
||
you hear.
|
||
You also understand any spoken language that you hear. You also
|
||
understand any written language that you see, but you must be touching the
|
||
surface of which the words are written. It takes about 1 minute to read one page
|
||
of text.
|
||
|
||
This spell doesn’t decode secret messages in a text or glyph, such
|
||
as an arcane sigil, that isn’t part of a written language.
|
||
"""
|
||
name = "Comprehend Languages"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A pinch of soot and salt"""
|
||
duration = "1 hour"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class Compulsion(Spell):
|
||
"""Creatures of your choice that you can see within range and that can hear you
|
||
must make a Wisdom saving throw.
|
||
A target automatically succeeds on this saving
|
||
throw if it can’t be charmed. On a failed save, a target is affected by this
|
||
spell. Until the spell ends, you can use a bonus action on each of your turns to
|
||
designate a direction that is horizontal to you. Each affected target must use
|
||
as much of its movement as possible to move in that direction on its next turn.
|
||
It can take its action before it moves. After moving in this way, it can make
|
||
another Wisdom saving throw to try to end the effect.
|
||
|
||
A target isn’t compelled
|
||
to move into an obviously deadly hazard, such as a fire pit, but it will
|
||
provoke opportunity attacks to move in the designated direction.
|
||
"""
|
||
name = "Compulsion"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard',)
|
||
|
||
|
||
class ConeOfCold(Spell):
|
||
"""A blast of cold air erupts from your hands.
|
||
Each creature in a 60-foot cone
|
||
must make a Constitution saving throw.
|
||
|
||
A creature takes 8d8 cold damage on a
|
||
failed save, or half as much damage on a successful one. A creature killed by
|
||
this spell becomes a frozen statue until it thaws.
|
||
|
||
At Higher Levels: When you
|
||
cast this spell using a spell slot of 6th level or higher, the damage increases
|
||
by 1d8 for each slot level above 5th.
|
||
"""
|
||
name = "Cone Of Cold"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "Self (60-foot cone)"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A small crystal or glass cone"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class Confusion(Spell):
|
||
"""This spell assaults and twists creatures’ minds, spawning delusions and
|
||
provoking uncontrolled actions. Each creature in a 10-foot-radius sphere
|
||
centered on a point you choose within range must succeed on a Wisdom saving
|
||
throw when you cast this spell or be affected by it.
|
||
|
||
An affected target can’t
|
||
take reactions and must roll a d10 at the start of each of its turns to
|
||
determine its behavior for that turn.
|
||
|
||
d10 Behavior
|
||
|
||
1. The creature uses
|
||
all its movement to move in a random direction. To determine the direction, roll
|
||
a d8 and assign a direction to each die face. The creature doesn’t take an
|
||
action this turn.
|
||
|
||
2-6. The creature doesn’t move or take actions this turn.
|
||
|
||
|
||
7-8. The creature uses its action to make a melee attack against a randomly
|
||
determined creature within its reach. If there is no creature within its reach,
|
||
the creature does nothing this turn.
|
||
|
||
9-10. The creature can act and move
|
||
normally.
|
||
|
||
At the end of its turns, an affected target can make a Wisdom saving
|
||
throw. It it succeeds, this effect ends for that target.
|
||
|
||
At Higher Levels:
|
||
When you cast this spell using a spell slot of 5th level or higher, the radius
|
||
of the sphere increases by 5 feet for each slot level above 4th
|
||
"""
|
||
name = "Confusion"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Three nut shells"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
|
||
|
||
|
||
class ConjureAnimals(Spell):
|
||
"""You summon fey spirits that take the form of beasts and appear in unoccupied
|
||
spaces that you can see within range.
|
||
|
||
Choose one of the following options for
|
||
what appears:
|
||
|
||
• One beast of challenge rating 2 or lower
|
||
• Two beasts of
|
||
challenge rating 1 or lower
|
||
• Four beasts of challenge rating 1/2 or lower
|
||
•
|
||
Eight beasts of challenge rating 1/4 or lower
|
||
|
||
Each beast is also considered
|
||
fey, and it disappears when it drops to 0 hit points or when the spell ends.
|
||
|
||
|
||
The summoned creatures are friendly to you and your companions. Roll initiative
|
||
for the summoned creatures as a group, which has its own turns. They obey any
|
||
verbal commands that you issue to them (no action required by you). If you don’t
|
||
issue any commands to them, they defend themselves from hostile creatures, but
|
||
otherwise take no actions.
|
||
The DM has the creatures’ statistics.
|
||
|
||
At Higher
|
||
Levels: When you cast this spell using certain higher-level spell slots, you
|
||
choose one of the summoning options above, and more creatures appear:
|
||
|
||
twice
|
||
as many with a 5th-level slot
|
||
three times as many with a 7th-level slot
|
||
four
|
||
times as many with a 9th-level slot.
|
||
"""
|
||
name = "Conjure Animals"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class ConjureBarrage(Spell):
|
||
"""You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the
|
||
air to create a cone of identical weapons that shoot forward and then disappear.
|
||
Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A
|
||
creature takes 3d8 damage on a failed save, or half as much damage on a
|
||
successful one. The damage type is the same as that of the weapon or ammunition
|
||
used as a component.
|
||
"""
|
||
name = "Conjure Barrage"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (60-foot cone)"
|
||
components = ('V', 'S', 'M')
|
||
materials = """One piece of ammunition or a thrown weapon"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Ranger',)
|
||
|
||
|
||
class ConjureCelestial(Spell):
|
||
"""You summon a celestial of challenge rating 4 or lower, which appears in an
|
||
unoccupied space that you can see within range. The celestial disappears when it
|
||
drops to 0 hit points or when the spell ends.
|
||
|
||
The celestial is friendly to
|
||
you and your companions for the duration. Roll initiative for the celestial,
|
||
which has its own turns. It obeys any verbal commands that you issue to it (no
|
||
action required by you), as long as they don’t violate its alignment. If you
|
||
don’t issue any commands to the celestial, it defends itself from hostile
|
||
creatures but otherwise takes no actions
|
||
The DM has the celestial’s statistics.
|
||
|
||
|
||
At Higher Levels: When you cast this spell using a 9th-level spell slot, you
|
||
summon a celestial of challenge rating 5 or lower.
|
||
"""
|
||
name = "Conjure Celestial"
|
||
level = 7
|
||
casting_time = "1 minute"
|
||
casting_range = "90 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class ConjureElemental(Spell):
|
||
"""You call forth an elemental servant.
|
||
Choose an area of air, earth, fire, or
|
||
water that fills a 10-foot cube within range. An elemental of challenge rating 5
|
||
or lower appropriate to the area you chose appears in an unoccupied space
|
||
within 10 feet of it. For example, a fire elemental emerges from a bonfire, and
|
||
an earth elemental rises up from the ground. The elemental disappears when it
|
||
drops to 0 hit points or when the spell ends.
|
||
|
||
The elemental is friendly to you
|
||
and your companions for the duration. Roll initiative for the elemental, which
|
||
has its own turns. It obeys any verbal commands that you issue to it (no action
|
||
required by you). If you don’t issue any commands to the elemental, it defends
|
||
itself from hostile creatures but otherwise takes no actions.
|
||
|
||
If your
|
||
concentration is broken, the elemental doesn’t disappear. Instead, you lose
|
||
control of the elemental, it becom es hostile toward you and your companions,
|
||
and it might attack. An uncontrolled elemental can’t be dismissed by you, and it
|
||
disappears 1 hour after you summoned it. The DM has the elemental’s statistics.
|
||
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of 6th level or
|
||
higher, the challenge rating increases by 1 for each slot level above 5th.
|
||
"""
|
||
name = "Conjure Elemental"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "90 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Wizard')
|
||
|
||
|
||
class ConjureFey(Spell):
|
||
"""You summon a fey creature of challenge rating 6 or lower, or a fey spirit that
|
||
takes the form of a beast of challenge rating 6 or lower.
|
||
It appears in an
|
||
unoccupied space that you can see within range. The fey creature disappears when
|
||
it drops to 0 hit points or when the spell ends.
|
||
|
||
The fey creature is friendly
|
||
to you and your companions for the duration. Roll initiative for the creature,
|
||
which has its own turns. It obeys any verbal commands that you issue to it (no
|
||
action required by you), as long as they don’t violate its alignment. If you
|
||
don’t issue any commands to the fey creature, it defends itself from hostile
|
||
creatures but otherwise takes no actions.
|
||
|
||
If your concentration is broken, the
|
||
fey creature doesn’t disappear. Instead, you lose control of the fey creature,
|
||
it becomes hostile toward you and your companions, and it might attack. An
|
||
uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour
|
||
after you summoned it.
|
||
The DM has the fey creature’s statistics.
|
||
|
||
At Higher
|
||
Levels: When you cast this spell using a spell slot of 7th level or higher, the
|
||
challenge rating increases by 1 for each slot level above 6th
|
||
"""
|
||
name = "Conjure Fey"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "90 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Warlock')
|
||
|
||
|
||
class ConjureMinorElementals(Spell):
|
||
"""You summon elementals that appear in unoccupied spaces that you can see within
|
||
range.
|
||
You choose one the following options for what appears:
|
||
-One elemental
|
||
of challenge rating 2 or lower
|
||
-Two elementals of challenge rating 1 or lower
|
||
|
||
-Four elementals of challenge rating 1/2 or lower
|
||
-Eight elementals of
|
||
challenge rating 1/4 or lower.
|
||
|
||
An elemental summoned by this spell disappears
|
||
when it drops to 0 hit points or when the spell ends.
|
||
|
||
The summoned creatures
|
||
are friendly to you and your companions. Roll initiative for the summoned
|
||
creatures as a group, which has its own turns. They obey any verbal commands
|
||
that you issue to them (no action required by you). If you don’t issue any
|
||
commands to them, they defend themselves from hostile creatures, but otherwise
|
||
take no actions.
|
||
The DM has the creatures’ statistics.
|
||
|
||
At Higher Levels: When
|
||
you cast this spell using certain higher-level spell slots, you choose one of
|
||
the summoning options above, and more creatures appear: twice as many with a
|
||
6th-level slot and three times as many with an 8th-level slot.
|
||
"""
|
||
name = "Conjure Minor Elementals"
|
||
level = 4
|
||
casting_time = "1 minute"
|
||
casting_range = "90 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Wizard')
|
||
|
||
|
||
class ConjureVolley(Spell):
|
||
"""You fire a piece of nonmagical ammunition from a ranged weapon or throw a
|
||
nonmagical weapon into the air and choose a point within range.
|
||
Hundreds of
|
||
duplicates of the ammunition or weapon fall in a volley from above and then
|
||
disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on
|
||
that point must make a Dexterity saving throw. A creature takes 8d8 damage on a
|
||
failed save, or half as much damage on a successful one. The damage type is the
|
||
same as that of the ammunition or weapon.
|
||
"""
|
||
name = "Conjure Volley"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "150 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """One piece of ammunition or one thrown weapon"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Ranger',)
|
||
|
||
|
||
class ConjureWoodlandBeings(Spell):
|
||
"""You summon fey creatures that appear in unoccupied spaces that you can see
|
||
within range.
|
||
|
||
Choose one of the following options for what appears:
|
||
• One
|
||
fey creature of challenge rating 2 or lower
|
||
• Two fey creatures of challenge
|
||
rating 1 or lower
|
||
• Four fey creatures of challenge rating 1/2 or lower
|
||
•
|
||
Eight fey creatures of challenge rating 1/4 or lower
|
||
|
||
A summoned creature
|
||
disappears when it drops to 0 hit points or when the spell ends.
|
||
|
||
The summoned
|
||
creatures are friendly to you and your companions. Roll initiative for the
|
||
summoned creatures as a group, which have their own turns. They obey any verbal
|
||
commands that you issue to them (no action required by you). If you don’t issue
|
||
any commands to them, they defend themselves from hostile creatures, but
|
||
otherwise take no actions.
|
||
The DM has the creatures’ statistics.
|
||
|
||
At Higher
|
||
Levels: When you cast this spell using certain higher-level spell slots, you
|
||
choose one of the summoning options above, and more creatures appear:
|
||
twice as
|
||
many with a 6th-level slot
|
||
three times as many with an 8th-level slot.
|
||
"""
|
||
name = "Conjure Woodland Beings"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """One holly berry per creature summoned"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class ContactOtherPlane(Spell):
|
||
"""You mentally contact a demigod, the spirit of a long-dead sage, or some other
|
||
mysterious entity from another plane.
|
||
Contacting this extraplanar intelligence
|
||
can strain or even break your mind. When you cast this spell, make a DC 15
|
||
Intelligence saving throw. On a failure, you take 6d6 psychic damage and are
|
||
insane until you finish a long rest. While insane, you can’t take actions, can’t
|
||
understand what other creatures say, can’t read, and speak only in gibberish. A
|
||
greater restoration spell cast on you ends this effect.
|
||
|
||
On a successful save,
|
||
you can ask the entity up to five questions. You must ask your questions before
|
||
the spell ends. The DM answers each question with one word, such as yes,
|
||
no, maybe, never, irrelevant, or unclear (if the entity doesn’t know
|
||
the answer to the question). If a one-word answer would be misleading, the DM
|
||
might instead offer a short phrase as an answer.
|
||
"""
|
||
name = "Contact Other Plane"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "Self"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "1 minute"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ('Warlock', 'Wizard')
|
||
|
||
|
||
class Contagion(Spell):
|
||
"""Your touch inflicts disease.
|
||
Make a melee spell attack against a creature
|
||
within your reach. On a hit, you afflict the creature with a disease of your
|
||
choice from any of the ones described below.
|
||
|
||
At the end of each of the
|
||
target’s turns, it must make a Constitution saving throw. After failing three of
|
||
these saving throws, the disease’s effects last for the duration, and the
|
||
creature stops making these saves. After succeeding on three of these saving
|
||
throws, the creature recovers from the disease, and the spell ends.
|
||
|
||
Since this
|
||
spell induces a natural disease in its target, any effect that removes a
|
||
disease or otherwise ameliorates a disease’s effects apply to it.
|
||
|
||
Blinding
|
||
Sickness
|
||
Pain grips the creature’s mind, and its eyes turn milky white. The
|
||
creature has disadvantage on Wisdom checks and Wisdom saving throws and is
|
||
blinded.
|
||
|
||
Filth Fever
|
||
A raging fever sweeps through the creature’s body. The
|
||
creature has disadvantage on Strength checks, Strength saving throws, and attack
|
||
rolls that use Strength.
|
||
|
||
Flesh Rot
|
||
The creature’s flesh decays. The creature
|
||
has disadvantage on Charisma checks and vulnerability to all damage.
|
||
|
||
Mindfire
|
||
|
||
The creature’s mind becomes feverish. The creature has disadvantage on
|
||
Intelligence checks and Intelligence saving throws, and the creature behaves as
|
||
if under the effects of the confusion spell during combat.
|
||
|
||
Seizure
|
||
The
|
||
creature is overcome with shaking. The creature has disadvantage on Dexterity
|
||
checks, Dexterity saving throws, and attack rolls that use Dexterity.
|
||
|
||
Slimy
|
||
Doom
|
||
The creature begins to bleed uncontrollably. The creature has disadvantage
|
||
on Constitution checks and Constitution saving throws. In addition, whenever
|
||
the creature takes damage, it is stunned until the end of its next turn.
|
||
"""
|
||
name = "Contagion"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "7 days"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ('Cleric', 'Druid')
|
||
|
||
|
||
class Contingency(Spell):
|
||
"""Choose a spell of 5th level or lower that you can cast, that has a casting time
|
||
of 1 action, and that can target you.
|
||
You cast that spell called the
|
||
contingent spell as part of casting contingency, expending spell slots for
|
||
both, but the contingent spell doesn’t come into effect. Instead, it takes
|
||
effect when a certain circumstance occurs. You describe that circumstance when
|
||
you cast the two spells. For example, a contingency cast with water breathing
|
||
might stipulate that water breathing comes into effect when you are engulfed in
|
||
water or a similar liquid.
|
||
|
||
The contingent spell takes effect immediately after
|
||
the circumstance is met for the first time, whether or not you want it to. and
|
||
then contingency ends.
|
||
|
||
The contingent spell takes effect only on you, even if
|
||
it can normally target others. You can use only one contingency spell at a time.
|
||
If you cast this spell again, the effect of another contingency spell on you
|
||
ends. Also, contingency ends on you if its material component is ever not on
|
||
your person.
|
||
"""
|
||
name = "Contingency"
|
||
level = 6
|
||
casting_time = "10 minutes"
|
||
casting_range = "Self"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp"""
|
||
duration = "10 days"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class ContinualFlame(Spell):
|
||
"""A flame, equivalent in brightness to a torch, springs forth from an object that
|
||
you touch.
|
||
The effect looks like a regular flame, but it creates no heat and
|
||
doesn’t use oxygen. A continual flame can be covered or hidden but not smothered
|
||
or quenched.
|
||
"""
|
||
name = "Continual Flame"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Ruby dust worth 50 gp, which the spell consumes"""
|
||
duration = "Until dispelled"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Cleric', 'Wizard')
|
||
|
||
|
||
class ControlFlames(Spell):
|
||
"""You choose a nonmagical flame that you can see within range and that fits within
|
||
a 5-foot cube. You affect it in one of the following ways:
|
||
- You
|
||
instantaneously expand the flame 5 feet in one direction, provided that wood or
|
||
other fuel is present in the new location.
|
||
- You instantaneously extinguish the
|
||
flames within the cube.
|
||
- You double or halve the area of bright light and dim
|
||
light cast by the flame, change its color, or both. The change lasts for 1 hour.
|
||
|
||
- You cause simple shapes — such as the vague form of a creature, an inanimate
|
||
object, or a location — to appear within the flames and animate as you like. The
|
||
shapes last for 1 hour.
|
||
If you cast this spell multiple times, you can have up
|
||
to three non-instantaneous
|
||
"""
|
||
name = "Control Flames"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('S',)
|
||
materials = """"""
|
||
duration = "Instantaneous or 1 hour"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||
|
||
|
||
class ControlWater(Spell):
|
||
"""Until the spell ends, you control any freestanding water inside an area you
|
||
choose that is a cube up to 100 feet on a side.
|
||
You can choose from any of the
|
||
following effects when you cast this spell. As an action on your turn, you can
|
||
repeat the same effect or choose a different one.
|
||
|
||
Flood
|
||
You cause the water
|
||
level of all standing water in the area to rise by as much as 20 feet. If the
|
||
area includes a shore, the flooding water spills over onto dry land. If you
|
||
choose an area in a large body of water, you instead create a 20-foot tall wave
|
||
that travels from one side of the area to the other and then crashes down. Any
|
||
Huge or smaller vehicles in the wave’s path are carried with it to the other
|
||
side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance
|
||
of capsizing. The water level remains elevated until the spell ends or you
|
||
choose a different effect. If this effect produced a wave, the wave repeats on
|
||
the start of your next turn while the flood effect lasts.
|
||
|
||
Part Water
|
||
You
|
||
cause water in the area to move apart and create a trench. The trench extends
|
||
across the spell’s area, and the separated water forms a wall to either side.
|
||
The trench remains until the spell ends or you choose a different effect. The
|
||
water then slowly fills in the trench over the course of the next round until
|
||
the normal water level is restored.
|
||
|
||
Redirect Flow
|
||
You cause flowing water in
|
||
the area to move in a direction you choose, even if the water has to flow over
|
||
obstacles, up walls, or in other unlikely directions. The water in the area
|
||
moves as you direct it, but once it moves beyond the spell’s area, it resumes
|
||
its flow based on the terrain conditions. The water continues to move in the
|
||
direction you chose until the spell ends or you choose a different effect.
|
||
|
||
|
||
Whirlpool
|
||
This effect requires a body of water at least 50 feet square and 25
|
||
feet deep. You cause a whirlpool to form in the center of the area. The
|
||
whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at
|
||
the top, and 25 feet tall. Any creature or object in the water and within 25
|
||
feet of the vortex is pulled 10 feet toward it. A creature can swim away from
|
||
the vortex by making a Strength (Athletics) check against your spell save DC.
|
||
|
||
When a creature enters the vortex for the first time on a turn or starts its
|
||
turn there, it must make a Strength saving throw. On a failed save, the creature
|
||
takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
|
||
On a successful save, the creature takes half damage, and isn’t caught in the
|
||
vortex. A creature caught in the vortex can use its action to try to swim away
|
||
from the vortex as described above, but has disadvantage on the Strength
|
||
(Athletics) check to do so.
|
||
The first time each turn that an object enters the
|
||
vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round
|
||
it remains in the vortex.
|
||
"""
|
||
name = "Control Water"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "300 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A drop of water and a pinch of dust"""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Cleric', 'Druid', 'Wizard')
|
||
|
||
|
||
class ControlWeather(Spell):
|
||
"""You take control of the weather within 5 miles of you for the duration.
|
||
You
|
||
must be outdoors to cast this spell. Moving to a place where you don’t have a
|
||
clear path to the sky ends the spell early.
|
||
|
||
When you cast the spell, you
|
||
change the current weather conditions, which are determined by the DM based on
|
||
the climate and season. You can change precipitation, temperature, and wind. It
|
||
takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so,
|
||
you can change the conditions again. When the spell ends, the weather gradually
|
||
returns to normal.
|
||
|
||
When you change the weather conditions, find a current
|
||
condition on the following tables and change its stage by one, up or down. When
|
||
changing the wind, you can change its direction.
|
||
|
||
Precipitation
|
||
Stage 1 –
|
||
Clear,
|
||
Stage 2 – Light clouds,
|
||
Stage 3 – Overcast or ground fog,
|
||
Stage 4 –
|
||
Rain, hail or snow,
|
||
Stage 5 – Torrential rain, driving hail or blizzard
|
||
|
||
|
||
Temperature
|
||
Stage 1 – Unbearable heat,
|
||
Stage 2 – Hot,
|
||
Stage 3 – Warm,
|
||
Stage
|
||
4 – Cool,
|
||
Stage 5 – Cold,
|
||
Stage 6 – Arctic cold
|
||
|
||
Wind
|
||
Stage 1 – Calm,
|
||
Stage
|
||
2 – Moderate wind,
|
||
Stage 3 – Strong wind,
|
||
Stage 4 – Gale,
|
||
Stage 5 – Storm
|
||
"""
|
||
name = "Control Weather"
|
||
level = 8
|
||
casting_time = "10 minutes"
|
||
casting_range = "Self (5-mile radius)"
|
||
components = ('V', 'S', 'M')
|
||
materials = """"""
|
||
duration = "Concentration, up to 8 hours"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Cleric', 'Druid', 'Wizard')
|
||
|
||
|
||
class ControlWinds(Spell):
|
||
"""You take control of the air in a 100-foot cube that you can see within range.
|
||
Choose one of the following effects when you cast the spell. The effect lasts
|
||
for the spell’s duration, unless you use your action on a later turn to switch
|
||
to a different effect. You can also use your action to temporarily halt the
|
||
effect or to restart one you’ve halted.
|
||
Gusts. A wind picks up within the cube,
|
||
continually blowing in a horizontal direction that you choose. You choose the
|
||
intensity of the wind: calm, moderate, or strong. If the wind is moderate or
|
||
strong, ranged weapon attacks that pass through it or that are made against
|
||
targets within the cube have disadvantage on their attack rolls. If the wind is
|
||
strong, any creature moving against the wind must spend 1 extra foot of movement
|
||
for each foot moved.
|
||
|
||
Downdraft. You cause a sustained blast of strong wind to
|
||
blow downward from the top of the cube. Ranged weapon attacks that pass through
|
||
the cube
|
||
or that are made against targets within it have disadvantage on their
|
||
attack rolls. A creature must make a Strength saving throw if it flies into the
|
||
cube for the first time on a turn or starts its turn there flying. On a failed
|
||
save, the creature is knocked prone.
|
||
|
||
Updraft. You cause a sustained updraft
|
||
within the cube, rising upward from the cube’s bottom edge. Creatures that end a
|
||
fall within the cube take only half damage from the fall. When a creature in
|
||
the cube makes a vertical jump, the creature can jump up to 10 feet higher than
|
||
normal.
|
||
"""
|
||
name = "Control Winds"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "300 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||
|
||
|
||
class CordonOfArrows(Spell):
|
||
"""You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in
|
||
the ground within range and lay magic upon them to protect an area.
|
||
Until the
|
||
spell ends, whenever a creature other than you comes within 30 feet of the
|
||
ammunition for the first time on a turn or ends its turn there, one piece of
|
||
ammunition flies up to strike it. The creature must succeed on a Dexterity
|
||
saving throw or take 1d6 piercing damage. The piece of ammunition is then
|
||
destroyed. The spell ends when no ammunition remains.
|
||
|
||
When you cast this
|
||
spell, you can designate any creatures you choose, and the spell ignores them.
|
||
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of 3rd level or
|
||
higher, the amount of ammunition that can be affected increases by two for each
|
||
slot level above 2nd.
|
||
"""
|
||
name = "Cordon Of Arrows"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "5 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Four or more arrows or bolts"""
|
||
duration = "8 hours"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Ranger',)
|
||
|
||
|
||
class Counterspell(Spell):
|
||
"""1 reaction, which you take when you see a creature within 60 feet of you casting
|
||
a spell
|
||
|
||
You attempt to interrupt a creature in the process of casting a spell.
|
||
If the creature is casting a spell of 3rd level or lower, its spell fails and
|
||
has no effect. If it is casting a spell of 4th level or higher, make an ability
|
||
check using your spellcasting ability. The DC equals 10+ the spell’s level. On
|
||
a success, the creature’s spell fails and has no effect.
|
||
|
||
At Higher Levels: When
|
||
you cast this spell using a spell slot of 4th level or higher, the interrupted
|
||
spell has no effect if its level is less than or equal to the level of the spell
|
||
slot you used.
|
||
"""
|
||
name = "Counterspell"
|
||
level = 3
|
||
casting_time = "Special"
|
||
casting_range = "60 feet"
|
||
components = ('S',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class CreateBonfire(Spell):
|
||
"""You create a bonfire on ground that you can see within range. Until the spell
|
||
ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space
|
||
when you cast the spell must succeed on a Dexterity saving throw or take 1d8
|
||
fire damage. A creature must also make the saving throw when it moves into the
|
||
bonfire’s space for the first time on a turn or ends its turn there.
|
||
The bonfire
|
||
ignites flammable objects in its area that aren’t being worn or carried.
|
||
The
|
||
spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level
|
||
(3d8), and 17th level (4d8).
|
||
"""
|
||
name = "Create Bonfire"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Druid', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class CreateFoodAndWater(Spell):
|
||
"""You create 45 pounds of food and 30 gallons of water on the ground or in
|
||
containers within range, enough to sustain up to fifteen humanoids or five
|
||
steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten
|
||
after 24 hours. The water is clean and doesn’t go bad.
|
||
"""
|
||
name = "Create Food And Water"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Cleric', 'Paladin')
|
||
|
||
|
||
class CreateHomunculus(Spell):
|
||
"""While speaking an intricate incantation, you cut yourself with a jewel-encrusted
|
||
dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then
|
||
drip your blood on the spell’s other components and touch them, transforming
|
||
them into a special construct called a homunculus. The statistics of the
|
||
homunculus are in the Monster Manual. It is your faithful companion, and it dies
|
||
if you die. Whenever you finish a long rest, you can spend up to half your Hit
|
||
Dice if the homunculus is on the same plane of existence as you. When you do so,
|
||
roll each die and add your Constitution modifier to it. Your hit point maximum
|
||
is reduced by the total, and the homunculus’s hit point maximum and current hit
|
||
points are
|
||
both increased by it. This process can reduce you to no lower than 1
|
||
hit point. and the change to your and the homunculus’s hit points ends when you
|
||
finish your next long rest. The reduction to your hit point maximum can’t be
|
||
removed by any means before then, except by the homunculus‘s death. You can have
|
||
only one homunculus at a time. If you cast this spell while your homunculus
|
||
lives, the spell fails.
|
||
"""
|
||
name = "Create Homunculus"
|
||
level = 6
|
||
casting_time = "1 hour"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class CreateOrDestroyWater(Spell):
|
||
"""You either create or destroy water.
|
||
|
||
Create Water
|
||
You create up to 10 gallons
|
||
of clean water within range in an open container. Alternatively, the water falls
|
||
as rain in a 30-foot cube within range, extinguishing exposed flames in the
|
||
area.
|
||
|
||
Destroy Water
|
||
You destroy up to 10 gallons of water in an open
|
||
container within range. Alternatively, you destroy fog in a 30-foot cube within
|
||
range.
|
||
|
||
At Higher Levels: When you cast this spell using a spell slot of 2nd
|
||
level or higher, you create or destroy 10 additional gallons of water, or the
|
||
size of the cube increases by 5 feet, for each slot level above 1st.
|
||
"""
|
||
name = "Create Or Destroy Water"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A drop of water if creating water or a few grains of sand if destroying it"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Cleric', 'Druid')
|
||
|
||
|
||
class CreateUndead(Spell):
|
||
"""You can cast this spell only at night. Choose up to three corpses of Medium or
|
||
Small humanoids within range. Each corpse becomes a ghoul under your control.
|
||
(The DM has game statistics for these creatures.)
|
||
|
||
As a bonus action on each of
|
||
your turns, you can mentally command any creature you animated with this spell
|
||
if the creature is within 120 feet of you (if you control multiple creatures,
|
||
you can command any or all of them at the same time, issuing the same command to
|
||
each one). You decide what action the creature will take and where it will move
|
||
during its next turn, or you can issue a general command, such as to guard a
|
||
particular chamber or corridor. If you issue no commands, the creature only
|
||
defends itself against hostile creatures. Once given an order, the creature
|
||
continues to follow it until its task is complete.
|
||
|
||
The creature is under your
|
||
control for 24 hours, after which it stops obeying any command you have given
|
||
it. To maintain control of the creature for another 24 hours, you must cast this
|
||
spell on the creature before the current 24-hour period ends. This use of the
|
||
spell reasserts your control over up to three creatures you have animated with
|
||
this spell, rather than animating new ones.
|
||
|
||
At Higher Levels: When you cast
|
||
this spell using a 7th-level spell slot, you can animate or reassert control
|
||
over four ghouls.
|
||
When you cast this spell using an 8th-level spell slot, you
|
||
can animate or reassert control over five ghouls or two ghasts or wights.
|
||
When
|
||
you cast this spell using a 9th-level spell slot, you can animate or reassert
|
||
control over six ghouls, three ghasts or wights, or two mummies.
|
||
"""
|
||
name = "Create Undead"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "10 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ('Cleric', 'Warlock', 'Wizard')
|
||
|
||
|
||
class Creation(Spell):
|
||
"""You pull wisps of shadow material from the Shadowfell to create a nonliving
|
||
object of vegetable matter within range: soft goods, rope, wood, or something
|
||
similar. You can also use this spell to create mineral objects such as stone,
|
||
crystal, or metal. The object created must be no larger than a 5-foot cube, and
|
||
the object must be of a form and material that you have seen before.
|
||
|
||
The
|
||
duration depends on the object’s material. If the object is composed of multiple
|
||
materials, use the shortest duration.
|
||
|
||
Material — Duration
|
||
Vegetable matter —
|
||
1 day
|
||
Stone/crystal — 12 hours
|
||
Precious metals — 1 hour
|
||
Gems — 10 minutes
|
||
|
||
Adamantine/Mithral — 1 minute
|
||
|
||
Using any material created by this spell as
|
||
another spell’s material component causes that spell to fail.
|
||
|
||
At Higher Levels:
|
||
When you cast this spell using a spell slot of 6th level or higher, the cube
|
||
increases by 5 feet for each slot level above 5th.
|
||
"""
|
||
name = "Creation"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A tiny piece of matter of the same type of the item you plan to create"""
|
||
duration = "Special"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class CrownOfMadness(Spell):
|
||
"""One humanoid of your choice that you can see within range must succeed on a
|
||
Wisdom saving throw or become charmed by you for the duration.
|
||
While the target
|
||
is charmed in this way, a twisted crown of jagged iron appears on its head, and
|
||
a madness glows in its eyes.
|
||
|
||
The charmed target must use its action before
|
||
moving on each of its turns to make a melee attack against a creature other than
|
||
itself that you mentally choose. The target can act normally on its turn if you
|
||
choose no creature or if none are within its reach.
|
||
|
||
On your subsequent turns,
|
||
you must use your action to maintain control over the target, or the spell
|
||
ends. Also, the target can make a Wisdom saving throw at the end of each of its
|
||
turns. On a success, the spell ends.
|
||
"""
|
||
name = "Crown Of Madness"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class CrownOfStars(Spell):
|
||
"""Seven star-like motes of light appear and orbit your head until the spell ends.
|
||
You can use a bonus action to send one of the motes streaking toward one
|
||
creature or object within 120 feet of you. When you do so, make a ranged spell
|
||
attack. On a hit. the target takes 4d12 radiant damage. Whether you hit or miss,
|
||
the mote is expended. The spell ends early if you expend the last mote. If you
|
||
have four or more motes remaining, they shed bright light in a 30-foot radius
|
||
and dim light for an additional 30 feet. Ifyou have one to three motes
|
||
remaining, they shed dim light in a 30—foot radius.
|
||
|
||
At Higher Levels: When you
|
||
cast this spell using a spell slot of 8th level or higher, the number of motes
|
||
created increases by two for each slot level above 7th.
|
||
"""
|
||
name = "Crown Of Stars"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "1 hour"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class CrusadersMantle(Spell):
|
||
"""Holy power radiates from you in an aura with a 30-foot radius, awakening
|
||
boldness in friendly creatures. Until the spell ends, the aura moves with you,
|
||
centered on you. While in the aura, each nonhostile creature in the aura
|
||
(including you) deals an extra 1d4 radiant damage when it hits with a weapon
|
||
attack.
|
||
"""
|
||
name = "Crusaders Mantle"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class CureWounds(Spell):
|
||
"""A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
|
||
"""
|
||
name = "Cure Wounds"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Ranger')
|
||
|
||
|