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622 lines
25 KiB
Python
622 lines
25 KiB
Python
from .spells import Spell
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class GaseousForm(Spell):
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"""You transform a willing creature you touch, along with everything it’s wearing
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and carrying, into a misty cloud for the duration. The spell ends if the
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creature drops to 0 hit points. An incorporeal creature isn’t affected.
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While
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in this form, the target’s only method of movement is a flying speed of 10 feet.
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The target can enter and occupy the space of another creature. The target has
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resistance to nonmagical damage, and it has advantage on Strength, Dexterity,
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and Constitution saving throws. The target can pass through small holes, narrow
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openings, and even mere cracks, though it treats liquids as though they were
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solid surfaces. The target can’t fall and remains hovering in the air even when
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stunned or otherwise incapacitated.
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While in the form of a misty cloud, the
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target can’t talk or manipulate objects, and any objects it was carrying or
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holding can’t be dropped, used, or otherwise interacted with. The target can’t
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attack or cast spells.
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"""
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name = "Gaseous Form"
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level = 3
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """A bit of gauze and a wisp of smoke"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Sorcerer', 'Warlock', 'Wizard')
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class Gate(Spell):
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"""You conjure a portal linking an unoccupied space you can see within range to a
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precise location on a different plane of existence. The portal is a circular
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opening, which you can make 5 to 20 feet in diameter. You can orient the portal
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in any direction you choose. The portal lasts for the duration.
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The portal has
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a front and a back on each plane where it appears. Travel through the portal is
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possible only by moving through its front. Anything that does so is instantly
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transported to the other plane, appearing in the unoccupied space nearest to the
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portal.
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Deities and other planar rulers can prevent portals created by this
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spell from opening in their presence or anywhere within their domains.
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When you
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cast this spell, you can speak the name of a specific creature (a pseudonym,
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title, or nickname doesn’t work). If that creature is on a plane other than the
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one you are on, the portal opens in the named creature’s immediate vicinity and
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draws the creature through it to the nearest unoccupied space on your side of
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the portal. You gain no special power over the creature, and it is free to act
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as the Dm deems appropriate. It might leave, attack you, or help you.
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"""
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name = "Gate"
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level = 9
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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 diamond worth at least 5,000 gp"""
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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 = ('Cleric', 'Sorcerer', 'Wizard')
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class Geas(Spell):
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"""You place a magical command on a creature that you can see within range, forcing
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it to carry out some service or refrain from some action or course of actiity
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as you decide.
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If the creature can understand you, it must succeed on a Wisdom
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saving throw or become charmed by you for the duration. While the creature is
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charmed by you, it takes 5d10 psychic damage each time it acts in a manner
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directly counter to your instructions, but no more than once each day. A
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creature that can’t understand you is unaffected by the spell.
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You can issue
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any command you choose, short of an activity that would result in certain death.
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Should you issue a suicidal command, the spell ends. You can end the spell
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early by using an action to dismiss it. A remove curse, greater restoration, or
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wish spell also ends it.
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At Higher Levels: When you cast this spell usinga
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spell slot of 7th or 8th level, the duration is 1 year.
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When you cast this
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spell using a spell slot of 9th level, the spell lasts until it is ended by one
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of the spells mentioned above.
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"""
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name = "Geas"
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level = 5
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casting_time = "1 minute"
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casting_range = "60 feet"
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components = ('V',)
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materials = """"""
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duration = "30 days"
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ritual = False
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magic_school = "Enchantment"
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classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Wizard')
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class GentleRepose(Spell):
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"""You touch a corpse or other remains. For the duration, the target is protected
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from decay and can’t become undead.
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The spell also effectively extends the time
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limit on raising the target from the dead, since days spent under the influence
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of this spell don’t count against the time limit of spells such as raise dead.
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"""
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name = "Gentle Repose"
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level = 2
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration"""
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duration = "10 days"
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ritual = True
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magic_school = "Necromancy"
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classes = ('Cleric', 'Wizard')
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class GiantInsect(Spell):
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"""You transform up to ten centipedes, three spiders, five wasps, or one scorpion
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within range into giant versions of their natural forms for the duration. A
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centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp
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becomes a giant wasp, and a scorpion becomes a giant scorpion.
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Each creature
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obeys your verbal commands, and in combat, they act on your turn each round. The
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DM has the statistics for these creatures and resolves their actions and
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movement.
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A creature remains in its giant size for the duration, until it drops
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to 0 hit points, or until you use an action to dismiss the effect on it.
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The
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DM might allow you to choose different targets. For example, if you transform a
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bee, its giant version might have the same statistics as a giant wasp.
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"""
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name = "Giant Insect"
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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 = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid',)
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class Glibness(Spell):
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"""Until the spell ends, when you make a Charisma check, you can replace the number
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you roll with a 15. Additionally, no matter what you say, magic that would
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determine if you are telling the truth indicates that you are being truthful.
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"""
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name = "Glibness"
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level = 8
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casting_time = "1 action"
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casting_range = "Self"
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components = ('V',)
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materials = """"""
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duration = "1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Bard', 'Warlock')
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class GlobeOfInvulnerability(Spell):
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"""An immobile, faintly shimmering barrier springs into existence in a 10-foot
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radius around you and remains for the duration.
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Any spell of 5th level or lower
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cast from outside the barrier can’t affect creatures or objects within it, even
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if the spell is cast using a higher level spell slot. Such a spell can target
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creatures and objects within the barrier, but the spell has no effect on them.
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Similarly, the area within the barrier is excluded from the areas affected by
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such spells.
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At Higher Levels: When you cast this spell using a spell slot of
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7th level or higher, the barrier blocks spells of one level higher for each slot
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level above 6th.
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"""
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name = "Globe Of Invulnerability"
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level = 6
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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components = ('V', 'S', 'M')
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materials = """A glass or crystal bead that shatters when the spell ends"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Sorcerer', 'Wizard')
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class GlyphOfWarding(Spell):
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"""When you cast this spell, you inscribe a glyph that harms other creatures,
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either upon a surface (such as a table or a section of floor or wall) or within
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an object that can be closed (such as a book, a scroll, or a treasure chest) to
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conceal the glyph.
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If you choose a surface, the glyph can cover an area of the
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surface no larger than 10 feet in diameter. If you choose an object, that object
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must remain in its place; if the object is moved more than 10 feet from where
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you cast this spell, the glyph is broken, and the spell ends without being
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triggered.
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The glyph is nearly invisible and requires a successful Intelligence
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(Investigation) check against your spell save DC to be found.
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You decide what
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triggers the glyph when you cast the spell. For glyphs inscribed on a surface,
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the most typical triggers include touching or standing on the glyph, removing
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another object covering the glyph, approaching within a certain distance of the
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glyph, or manipulating the object on which the glyph is inscribed. For glyphs
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inscribed within an object, the most common triggers include opening that
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object, approaching within a certain distance of the object, or seeing or
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reading the glyph. Once a glyph is triggered, this spell ends.
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You can further
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refine the trigger so the spell activates only under certain circumstances or
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according to physical characteristics (such as height or weight), creature kind
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(for example, the ward could be set to affect aberrations or drow), or
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alignment. You can also set conditions for creatures that don’t trigger the
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glyph, such as those who say a certain password.
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When you inscribe the glyph,
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choose explosive runes or a spell glyph.
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Explosive Runes
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When triggered, the
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glyph erupts with magical energy in a 20-foot-radius sphere centered on the
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glyph. The sphere spreads around corners. Each creature in the area must make a
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Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or
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thunder damage on a failed saving throw (your choice when you create the glyph),
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or half as much damage on a successful one.
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Spell Glyph
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You can store a
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prepared spell of 3rd level or lower in the glyph by casting it as part of
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creating the glyph. The spell must target a single creature or an area. The
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spell being stored has no immediate effect when cast in this way. When the glyph
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is triggered, the stored spell is cast. If the spell has a target, it targets
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the creature that triggered the glyph. If the spell affects an area, the area is
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centered on that creature. If the spell summons hostile creatures or creates
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harmful objects or traps, they appear as close as possible to the intruder and
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attack it. If the spell requires concentration, it lasts until the end of its
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full duration.
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At Higher Levels:
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"""
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name = "Glyph Of Warding"
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level = 3
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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 = """Incense and powdered diamond worth at least 200 gp, which the spell consumes"""
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duration = "Until dispelled or triggered"
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ritual = False
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magic_school = "Abjuration"
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classes = ('you', 'cast', 'this', 'spell', 'using', 'a', 'spell', 'slot', 'of', '4th', 'level', 'or', 'higher', 'the', 'damage', 'of', 'an', 'explosive', 'runes', 'glyph', 'increases', 'by', '1d8', 'for', 'each', 'slot', 'level', 'above', '3rd.', 'If', 'you', 'create', 'a', 'spell', 'glyph', 'you', 'can', 'store', 'any', 'spell', 'of', 'up', 'to', 'the', 'same', 'level', 'as', 'the', 'slot', 'you', 'use', 'for', 'the', 'glyph', 'of')
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class Goodberry(Spell):
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"""Up to ten berries appear in your hand and are infused with magic for the
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duration. A creature can use its action to eat one berry. Eating a berry
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restores 1 hit point, and the berry provides enough nourishment to sustain a
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creature for one day.
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The berries lose their potency if they have not been
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consumed within 24 hours of the casting of this spell.
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"""
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name = "Goodberry"
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level = 1
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """A sprig of mistletoe"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Transmutation"
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classes = ('Druid', 'Ranger')
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class GraspingVine(Spell):
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"""You conjure a vine that sprouts from the ground in an unoccupied space of your
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choice that you can see within range. When you cast this spell, you can direct
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the vine to lash out at a creature within 30 feet of it that you can see. That
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creature must succeed on a Dexterity saving throw or be pulled 20 feet directly
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toward the vine.
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Until the spell ends, you can direct the vine to lash out at
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the same creature or another one as a bonus action on each of your turns.
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"""
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name = "Grasping Vine"
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level = 4
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casting_time = "1 bonus 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 = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid', 'Ranger')
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class Grease(Spell):
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"""Slick grease covers the ground in a 10-foot square centered on a point within
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range and turns it into difficult terrain for the duration.
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When the grease
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appears, each creature standing in its area must succeed on a Dexterity saving
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throw or fall prone. A creature that enters the area or ends its turn there must
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also succeed on a Dexterity saving throw or fall prone.
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"""
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name = "Grease"
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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', 'M')
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materials = """A bit of pork rind or butter"""
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duration = "1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Wizard',)
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class GreaterInvisibility(Spell):
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"""You or a creature you touch becomes invisible until the spell ends. Anything the
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target is wearing or carrying is invisible as long as it is on the target’s
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person.
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"""
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name = "Greater Invisibility"
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level = 4
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Illusion"
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classes = ('Bard', 'Sorcerer', 'Wizard')
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class GreaterRestoration(Spell):
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"""You imbue a creature you touch with positive energy to undo a debilitating
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effect. You can reduce the target’s exhaustion level by one, or end one of the
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following effects on the target:
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* One effect that charmed or petrified the
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target
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* One curse, including the target’s attunement to a cursed magic item
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*
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Any reduction to one of the target’s ability scores
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* One effect reducing the
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target’s hit point maximum
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"""
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name = "Greater Restoration"
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level = 5
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casting_time = "1 action"
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casting_range = "Touch"
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components = ('V', 'S', 'M')
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materials = """Diamond dust worth at least 100 gp, which the spell consumes"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Bard', 'Cleric', 'Druid')
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class GreenFlameBlade(Spell):
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"""As part of the action used to cast this spell, you must make a melee attack with
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a weapon against one creature within the spell's range, otherwise the spell
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fails. On a hit, the target suffers the attack's normal effects, and green fire
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leaps from the target to a different creature of your choice that you can see
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within 5 feet of it. The second creature takes fire damage equal to your
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spellcasting ability modifier. This spell's damage increases when you reach
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higher levels.
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At Higher Levels: At 5th level, the melee attack deals an extra
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1d8 fire damage to the target, and the fire damage to the second creature
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increases to 1d8 + your spellcasting ability modifier. Both damage rolls
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increase by 1d8 at 11th level and 17th level.
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"""
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name = "Green-Flame Blade"
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level = 0
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casting_time = "1 action"
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casting_range = "5 feet"
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components = ('V', 'M')
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materials = """A weapon"""
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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', 'Warlock', 'Wizard')
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class GuardianOfFaith(Spell):
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"""A Large spectral guardian appears and hovers for the duration in an unoccupied
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space of your choice that you can see within range. The guardian occupies that
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space and is indistinct except for a gleaming sword and shield emblazoned with
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the symbol of your deity.
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Any creature hostile to you that moves to a space
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within 10 feet of the guardian for the firs time on a turn must succeed on a
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Dexterity saving throw. The creature takes 20 radiant damage on a failed save,
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or half as much damage on a successful one. The guardian vanishes when it has
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dealt a total of 60 damage.
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"""
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name = "Guardian Of Faith"
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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',)
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materials = """"""
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duration = "8 hours"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Cleric',)
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class GuardianOfNature(Spell):
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"""A nature spirit answers your call and transforms you into a powerful guardian.
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The transformation lasts until the spell ends. You choose one of the following
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forms to assume: Primal Beast or Great Tree.
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Primal Beast. Bestial fur covers
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your body, your facial features become feral, and you gain the following
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benefits:
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- Your walking speed increases by 10 feet.
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- You gain darkvision with
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a range of 120 feet.
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- You make Strength—based attack rolls with advantage.
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-
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Your melee weapon attacks deal an extra 1d6 force damage on a hit.
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Great Tree.
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Your skin appears barky, leaves sprout from your hair, and you gain the
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following benefits:
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. You gain 10 temporary hit points.
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- You make Constitution
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saving throws with advantage.
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- You make Dexterity- and Wisdom-based attack
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rolls with advantage.
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- While you are on the ground, the ground within 15 feet
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of you is difficult terrain for your enemies.
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"""
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name = "Guardian Of Nature"
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level = 4
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casting_time = "1 bonus action"
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casting_range = "Self"
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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 = "Transmutation"
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classes = ('Druid', 'Ranger')
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class GuardsAndWards(Spell):
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"""You create a ward that protects up to 2,500 square feet of floor space (an area
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50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
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The warded area can be up to 20 feet tall, and shaped as you desire. You can
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ward several stories of a stronghold by dividing the area among them, as long as
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you can walk into each contiguous area while you are casting the spell.
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When
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you cast this spell, you can specify individuals that are unaffected by any or
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all of the effects that you choose. You can also specify a password that, when
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spoken aloud, makes the speaker immune to these effects.
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Guards and wards
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creates the following effects within the warded area.
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Corridors
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Fog fills all
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the warded corridors, making them heavily obscured. In addition, at each
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intersection or branching passage offering a choice of direction, there is a 50
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percent chance that a creature other than you will believe it is going in the
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opposite direction from the one it chooses.
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||
|
||
Doors
|
||
All doors in the warded area
|
||
are magically locked, as if sealed by an arcane lock spell. In addition, you can
|
||
cover up to ten doors with an illusion (equivalent to the illusory object
|
||
function of the m inor illusion spell) to make them appear as plain sections of
|
||
wall.
|
||
|
||
Stairs
|
||
Webs fill all stairs in the warded area from top to bottom, as the
|
||
web spell. These strands regrow in 10 minutes if they are burned or torn away
|
||
while guards and wards lasts.
|
||
|
||
Other Spell Effect
|
||
You can place your choice of
|
||
one of the following magical effects within the warded area of the stronghold.
|
||
•
|
||
Place dancing lights in four corridors. You can designate a simple program that
|
||
the lights repeat as long as
|
||
guards and wards lasts.
|
||
• Place magic mouth in two
|
||
locations.
|
||
• Place stinking cloud in two locations. The vapors appear in the
|
||
places you designate; they return within 10 minutes if dispersed by wind while
|
||
guards and wards lasts.
|
||
• Place a constant gust of wind in one corridor or room.
|
||
|
||
• Place a suggestion in one location. You select an area of up to 5 feet
|
||
square, and any creature that enters
|
||
or passes through the area receives the
|
||
suggestion mentally.
|
||
|
||
The whole warded area radiates magic. A dispel magic cast
|
||
on a specific effect, if successful, removes only that effect.
|
||
You can create a
|
||
permanently guarded and warded structure by casting this spell there every
|
||
day for one year.
|
||
"""
|
||
name = "Guards And Wards"
|
||
level = 6
|
||
casting_time = "10 minutes"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp"""
|
||
duration = "24 hours"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ('Bard', 'Wizard')
|
||
|
||
|
||
class Guidance(Spell):
|
||
"""You touch one willing creature. Once before the spell ends, the target can roll
|
||
a d4 and add the number rolled to one ability check of its choice. It can roll
|
||
the die before or after making the ability check. The spell then ends.
|
||
"""
|
||
name = "Guidance"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Divination"
|
||
classes = ('Cleric', 'Druid')
|
||
|
||
|
||
class GuidingBolt(Spell):
|
||
"""A flash of light streaks toward a creature of your choice within range.
|
||
Make a
|
||
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
|
||
damage, and the next attack roll made against this target before the end of your
|
||
next turn has advantage, thanks to the mystical dim light glittering on the
|
||
target until then.
|
||
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 2nd level or higher, the damage increases by 1d6 for each slot level
|
||
above 1st.
|
||
"""
|
||
name = "Guiding Bolt"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "1 round"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class Gust(Spell):
|
||
"""You seize the air and compel it to create one of the following effects at a
|
||
point you can see within range:
|
||
• One Medium or smaller creature that you choose
|
||
must succeed on a Strength saving throw or be pushed up to 5 feet away from
|
||
you.
|
||
• You create a small blast of air capable of moving one object that is
|
||
neither held nor carried and that weighs no more than 5 pounds. The object is
|
||
pushed up to 10 feet away from you. It isn’t pushed with enough force to cause
|
||
damage.
|
||
• You create a harmless sensory affect using air, such as causing leaves
|
||
to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
|
||
"""
|
||
name = "Gust"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||
|
||
|
||
class GustOfWind(Spell):
|
||
"""A line of strong wind 60 feet long and 10 feet wide blasts from you in a
|
||
direction you choose for the spell’s duration. Each creature that starts its
|
||
turn in the line must succeed on a Strength saving throw or be pushed 15 feet
|
||
away from you in a direction following the line.
|
||
|
||
Any creature in the line must
|
||
spend 2 feet of movement for every 1 foot it moves when moving closer to you.
|
||
|
||
|
||
The gust disperses gas or vapor, and it extinguishes candles, torches, and
|
||
similar unprotected flames in the area. It causes protected flames, such as
|
||
those of lanterns, to dance wildly and has a 50 percent chance to extinguish
|
||
them.
|
||
|
||
As a bonus action on each of your turns before the spell ends, you can
|
||
change the direction in which the line blasts from you.
|
||
"""
|
||
name = "Gust Of Wind"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Self (60-foot line)"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A legume seed"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Sorcerer', 'Wizard')
|
||
|
||
|