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dungeon-sheets/dungeonsheets/spells/spells_t.py
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from .spells import Spell
class TashasHideousLaughter(Spell):
"""A creature of your choice that you can see within range perceives everything as
hilariously funny and falls into fits of laughter if this spell affects it. The
target must succeed on a Wisdom saving throw or fall prone, becoming
incapacitated and unable to stand up for the duration. A creature with an
Intelligence score of 4 or less isnt affected.
At the end of each of its
turns, and each time it takes damage, the target can make another Wisdom saving
throw. The target has advantage on the saving throw ifits triggered by damage.
On a success, the spell ends.
"""
name = "Tashas Hideous Laughter"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = """Tiny tarts and a feather that is waved in the air"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Enchantment"
classes = ('Bard', 'Wizard')
class Telekinesis(Spell):
"""You gain the ability to move or manipulate creatures or objects by thought.
When
you cast the spell, and as your action each round for the duration, you can
exert your will on one creature or object that you can see within range, causing
the appropriate effect below. You can affect the same target round after round,
or choose a new one at any time. If you switch targets, the prior target is no
longer affected by the spell.
Creature
You can try to move a Huge or smaller
creature. Make an ability check with your spellcasting ability contested by the
creatures Strength check. If you win the contest, you move the creature up to
30 feet in any direction, including upward but not beyond the range of this
spell. Until the end of your next turn, the creature is restrained in your
telekinetic grip. A creature lifted upward is suspended in mid-air.
On
subsequent rounds, you can use your action to attempt to maintain your
telekinetic grip on the creature by repeating the contest.
Object
You can try
to move an object that weighs up to 1,000 pounds. If the object isnt being worn
or carried, you automatically move it up to 30 feet in any direction, but not
beyond the range of this spell.
If the object is worn or carried by a creature,
you must make an ability check with your spellcasting ability contested by that
creatures Strength check. If you succeed, you pull the object away from that
creature and can move it up to 30 feet in any direction but not beyond the range
of this spell.
You can exert fine control on objects with your telekinetic
grip, such as manipulating a simple tool, opening a door or a container, stowing
or retrieving an item from an open container, or pouring the contents from a
vial.
"""
name = "Telekinesis"
level = 5
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Transmutation"
classes = ('Sorcerer', 'Wizard')
class Telepathy(Spell):
"""You create a telepathic link between yourself and a willing creature with which
you are familiar.
The creature can be anywhere on the same plane of existence as
you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words,
images, sounds, and other sensory messages with one another through the link,
and the target recognizes you as the creature it is communicating with. The
spell enables a creature with an Intelligence score of at least 1 to understand
the meaning of your words and take in the scope of any sensory messages you send
to it.
"""
name = "Telepathy"
level = 8
casting_time = "1 action"
casting_range = "Unlimited"
components = ('V', 'S', 'M')
materials = """A pair of linked silver rings"""
duration = "24 hours"
ritual = False
magic_school = "Evocation"
classes = ('Wizard',)
class Teleport(Spell):
"""This spell instantly transports you and up to eight willing creatures of your
choice that you can see within range, or a single object that you can see within
range, to a destination you select. If you target an object, it must be able to
fit entirely inside a 10-foot cube, and it cant be held or carried by an
unwilling creature.
The destination you choose must be known to you, and it
must be on the same plane of existence as you. Your familiarity with the
destination determines whether you arrive there successfully. The DM rolls d100
and consults the table.
Familiarity
Mishap Similar Area Off Target On Target
Permanent circle  —   
   — 01-100
Associated object  —  —   01-100
Very
familiar 01-05   06-13 14-24 25-100
Seen casually  01-33  
34-43 44-53 54-100
Viewed once 01-43   44-53 54-73 74-100
Description   01-43   44-53 54-73 74-100
False destination 01-50
   51-100  —  —
Familiarity.
"Permanent circle" means a permanent
teleportation circle whose sigil sequence you know. "Associated object" means
that you possess an object taken from the desired destination within the last
six months, such as a book from a wizard's library, bed linen from a royal
suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a
place you have been very often, a place you have carefully studied, or a place
you can see when you cast the spell. "Seen casually" is someplace you have seen
more than once but with which you aren't very familiar. "Viewed once" is a place
you have seen once, possibly using magic. "Description" is a place whose
location and appearance you know through someone else's description, perhaps
from a map.
"False destination" is a place that doesn't exist. Perhaps you tried
to scry an enemy's sanctum but instead viewed an illusion, or you are
attempting to teleport to a familiar location that no longer exists.
On Target
You and your group (or the target object) appear where you want to.
Off Target
You and your group (or the target object) appear a random distance away from the
destination in a random direction. Distance off target is 1d10 x 1d10 percent
of the distance that was to be traveled. For example, if you tried to travel 120
miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would
be off target by 15 percent, or 18 miles. The DM determines the direction off
target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as
east, and so on around the points of the compass. If you were teleporting to a
coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar
Area
You and your group (or the target object) wind up in a different area
that's visually or thematically similar to the target area. If you are heading
for your home laboratory, for example, you might wind up in another wizard's
laboratory or in an alchemical supply shop that has many of the same tools and
implements as your laboratory. Generally, you appear in the closest similar
place, but since the spell has no range limit, you could conceivably wind up
anywhere on the plane.
Mishap
The spell's unpredictable magic results in a
difficult journey. Each teleporting creature (or the target object) takes 3d10
force damage, and the DM rerolls on the table to see where you wind up (multiple
mishaps can occur, dealing damage each time).
"""
name = "Teleport"
level = 7
casting_time = "1 action"
casting_range = "10 feet"
components = ('V',)
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Conjuration"
classes = ('Bard', 'Sorcerer', 'Wizard')
class TeleportationCircle(Spell):
"""As you cast the spell, you draw a 10-foot-diameter circle on the ground
inscribed with sigils that link your location to a permanent teleportation
circle of your choice whose sigil sequence you know and that is on the same
plane of existence as you.
A shimmering portal opens within the circle you drew
and remains open until the end of your next turn. Any creature that enters the
portal instantly appears within 5 feet of the destination circle or in the
nearest unoccupied space if that space is occupied.
Many major temples, guilds,
and other important places have permanent teleportation circles inscribed
somewhere within their confines. Each such circle includes a unique sigil
sequence a string of magical runes arranged in a particular pattern. When you
first gain the ability to cast this spell, you learn the sigil sequences for two
destinations on the Material Plane, determined by the DM. You can learn
additional sigil sequences during your adventures. You can commit a new sigil
sequence to memory after studying it for 1 minute.
You can create a permanent
teleportation circle by casting this spell in the same location every day for
one year. You need not use the circle to teleport when you cast the spell in
this way.
"""
name = "Teleportation Circle"
level = 5
casting_time = "1 minute"
casting_range = "10 feet"
components = ('V', 'M')
materials = """Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes"""
duration = "1 round"
ritual = False
magic_school = "Conjuration"
classes = ('Bard', 'Sorcerer', 'Wizard')
class TempleOfTheGods(Spell):
"""You cause a temple to shimmer into existence on ground you can see within range.
The temple must fit within an unoccupied cube of space, up to 120 feet on each
side. The temple remains until the spell ends. It is dedicated to whatever god,
pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temples appearance. The interior is enclosed
by a floor, walls, and a roof, with one door granting access to the interior and
as many windows as you wish. Only you and any creatures you designate when you
cast the spell can open or close the door.
The temples interior is an open
space with an idol or altar at one end. You decide whether the temple is
illuminated and whether that illumination is bright light or dim light. The
smell of burning incense fills the air within, and the temperature is mild.
The
temple opposes types of creatures you choose when you cast this spell. Choose
one or more of the following: celestials, elementals, fey, fiends, or undead. If
a creature of the chosen type attempts to enter the temple, that creature must
make a Charisma saving throw. On a failed save, it cant enter the temple for 24
hours. Even if the creature can enter the temple, the magic there hinders it;
whenever it makes an attack roll, an ability check, or a saving throw inside the
temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In
addition, the sensors created by divination spells cant appear inside the
temple, and creatures within cant be targeted by divination spells.
Finally,
whenever any creature in the temple regains hit points from a spell of 1st level
or higher, the creature regains additional hit points equal to your Wisdom
modifier (minimum 1 hit point).
The temple is made from opaque magical force
that extends into the Ethereal Plane, thus blocking ethereal travel into the
temples interior. Nothing can physically pass through the temples exterior. It
cant be dispelled by dispel magic, and antimagic field has no effect on it. A
disintegrate spell destroys the temple instantly.
Casting this spell on the same
spot every day for a year makes this effect permanent.
"""
name = "Temple Of The Gods"
level = 7
casting_time = "1 hour"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = """A holy symbol worth at least 5 gp"""
duration = "24 hours"
ritual = False
magic_school = "Conjuration"
classes = ('Cleric',)
class TensersFloatingDisk(Spell):
"""This spell creates a circular, horizontal plane of force, 3 feet in diameter and
1 inch thick, that floats 3 feet above the ground in an unoccupied space of
your choice that you can see within range.
The disk remains for the duration,
and can hold up to 500 pounds. If more weight is placed on it, the spell ends,
and everything on the disk falls to the ground.
The disk is immobile while you
are within 20 feet of it. If you move more than 20 feet away from it, the disk
follows you so that it remains within 20 feet of you. It can more across uneven
terrain, up or down stairs, slopes and the like, but it cant cross an elevation
change of 10 feet or more. For example, the disk cant move across a 10-foot-
deep pit, nor could it leave such a pit if it was created at the bottom.
If you
move more than 100 feet from the disk (typically because it cant move around
an obstacle to follow you), the spell ends.
"""
name = "Tensers Floating Disk"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = """A drop of mercury"""
duration = "1 hour"
ritual = True
magic_school = "Conjuration"
classes = ('Wizard',)
class TensersTransformation(Spell):
"""You endow yourself with endurance and martial prowess fueled by magic. Until the
spell ends, you cant cast spells, and you gain the following benefits:
- You
gain 50 temporary hit points. If any of these remain when the spell ends, they
are lost.
- You have advantage on attack rolls that you make with simple and
martial weapons.
- When you hit a target with a weapon attack, that target takes
an extra 2d12 force
damage.
- You have proficiency with all armor, shields,
simple weapons, and martial weapons.
- You have proficiency in Strength and
Constitution saving throws.
- You can attack twice, instead of once, when you
take the Attack action on your turn. You ignore this benefit if you already have
a feature, like Extra Attack, that gives you extra attacks.
Immediately after
the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer
one level of exhaustion.
"""
name = "Tensers Transformation"
level = 6
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S', 'M')
materials = """A few hairs from a bull"""
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Transmutation"
classes = ('Wizard',)
class Thaumaturgy(Spell):
"""You manifest a minor wonder, a sign of supernatural power, within range. You
create one of the following magical effects within range:
* Your voice booms up
to three times as loud as normal for 1 minute.
* You cause flames to flicker,
brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the
ground for 1 minute.
* You create an instantaneous sound that originates from a
point of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
* You instantaneously cause an unlocked door or
window to fly open or slam shut.
* You alter the appearance of your eyes for 1
minute.
If you cast this spell multiple times, you can have up to three of its
1-minute effects active at a time, and you can dismiss such an effect as an
action.
"""
name = "Thaumaturgy"
level = 0
casting_time = "1 action"
casting_range = "30 feet"
components = ('V',)
materials = """"""
duration = "Up to 1 minute"
ritual = False
magic_school = "Transmutation"
classes = ('Cleric',)
class ThornWhip(Spell):
"""You create a long, vine-like whip covered in thorns that lashes out at your
command toward a creature in range. Make a melee spell attack against the
target. If the attack hits, the creature takes 1d6 piercing damage, and if the
creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels: This spells damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
"""
name = "Thorn Whip"
level = 0
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = """The stem of a plant with thorns"""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ('Druid',)
class ThunderStep(Spell):
"""You teleport yourself to an unoccupied space you can see within range.
Immediately after you disappear, a thunderous boom sounds, and each creature
within 10 feet of the space you left must make a Constitution saving throw,
taking 3d10 thunder damage on a failed save, or half as much damage on a
successful one. The thunder can be heard from up to 300 feet away.
You can bring
along objects as long as their weight doesnt exceed what you can carry. You
can also teleport one willing creature of your size or smaller who is carrying
gear up to its carrying capacity. The creature must be within 5 feet of you when
you cast this spell, and there must be an unoccupied space within 5 feet of
your destination space for the creature to appear in; otherwise, the creature is
left behind.
At Higher Levels: When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
"""
name = "Thunder Step"
level = 3
casting_time = "1 action"
casting_range = "90 feet"
components = ('V',)
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Conjuration"
classes = ('Sorcerer', 'Warlock', 'Wizard')
class Thunderclap(Spell):
"""You create a burst of thunderous sound, which can be heard 100 feet away.
Each
creature other than you within 5 feet of you must make a Constitution saving
throw. On a failed save, the creature takes 1d6 thunder damage.
The spells
damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
"""
name = "Thunderclap"
level = 0
casting_time = "1 action"
casting_range = "5 feet"
components = ('S',)
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ('Bard', 'Sorcerer', 'Druid', 'Warlock', 'Wizard')
class ThunderousSmite(Spell):
"""The first time you hit with a melee weapon attack during this spells duration,
your weapon rings with thunder that is audible within 300 feet of you, and the
attack deals an extra 2d6 thunder damage to the target. Additionally, if the
target is a creature, it must succeed on a Strength saving throw or be pushed 10
feet away from you and knocked prone.
"""
name = "Thunderous Smite"
level = 1
casting_time = "1 bonus action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Evocation"
classes = ('Paladin',)
class Thunderwave(Spell):
"""A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube
originating from you must make a Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a
successful save, the creature takes half as much damage and isnt pushed.
In
addition, unsecured objects that are completely within the area of effect are
automatically pushed 10 feet away from you by the spells effect, and the spell
emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you
cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d8 for each slot level above 1st.
"""
name = "Thunderwave"
level = 1
casting_time = "1 action"
casting_range = "Self (15-foot cube)"
components = ('V', 'S')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
class TidalWave(Spell):
"""You conjure up a wave of water that crashes down on an area within range. The
area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each
creature in that area must make a Dexterity saving throw. On a failed save, a
creature takes 4d8 bludgeoning damage and is knocked prone. On a successful
save, a creature takes half as much damage and isnt knocked prone. The water
then spreads out across the ground in all directions, extinguishing unprotected
flames in its area and within 30 feet of it, and then it vanishes.
"""
name = "Tidal Wave"
level = 3
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = """A drop of water"""
duration = "Instantaneous"
ritual = False
magic_school = "Conjuration"
classes = ('Druid', 'Wizard', 'Sorcerer')
class TimeStop(Spell):
"""You briefly stop the flow of time for everyone but yourself. No time passes for
other creatures, while you take 1d4 + 1 turns in a row, during which you can use
actions and move as normal.
This spell ends if one of the actions you use
during this period, or any effects that you create during this period, affects a
creature other than you or an object being worn or carried by someone other
than you. In addition, the spell ends if you move to a place more than 1,000
feet from the location where you cast it.
"""
name = "Time Stop"
level = 9
casting_time = "1 action"
casting_range = "Self"
components = ('V',)
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ('Sorcerer', 'Wizard')
class TinyServant(Spell):
"""You touch one Tiny, nonmagical object that isnt attached to another object or a
surface and isnt being carried by another creature. The target animates and
sprouts little arms and legs, becoming a creature under your control until the
spell ends or the creature drops to 0 hit points. See the stat block for its
statistics.
As a bonus action, you can mentally command the creature if it is
within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to
fetch a key, stand watch, or stack some books. If you issue no commands, the
servant does nothing other than defend itself against hostile creatures. Once
given an order, the servant continues to follow that order until its task is
complete.
When the creature drops to 0 hit points, it reverts to its original
form, and any remaining damage carries over to that form.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you can
animate two additional objects for each slot level above 3rd.
"""
name = "Tiny Servant"
level = 3
casting_time = "1 minute"
casting_range = "Touch"
components = ('V', 'S')
materials = """"""
duration = "8 hours"
ritual = False
magic_school = "Transmutation"
classes = ('Wizard',)
class TollTheDead(Spell):
"""You point at one creature you can see within range, and the sound of a dolorous
bell fills the air around it for a moment. The target must succeed on a Wisdom
saving throw or take 1d8 necrotic damage. If the target is missing any of its
hit points, it instead takes 1d12 necrotic damage.
The spells damage increases
by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
17th level (4d8 or 4d12).
"""
name = "Toll The Dead"
level = 0
casting_time = "1 action"
casting_range = "60 feet"
components = ('V', 'S')
materials = """"""
duration = "Instantaneous"
ritual = False
magic_school = "Necromancy"
classes = ('Warlock', 'Wizard', 'Cleric')
class Tongues(Spell):
"""This spell grants the creature you touch the ability to understand any spoken
language it hears. Moreover, when the target speaks, any creature that knows at
least one language and can hear the target understands what it says.
"""
name = "Tongues"
level = 3
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'M')
materials = """A small clay model of a ziggurat"""
duration = "1 hour"
ritual = False
magic_school = "Divination"
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
class TransmuteRock(Spell):
"""You choose an area of stone or mud that you can see that fits within a 40-foot
cube and is within range, and choose one of the following effects.
Transmute
Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of
thick, flowing mud that remains for the spells duration.
The ground in the
spells area becomes muddy enough that creatures can sink into it. Each foot
that a creature moves through the mud costs 4 feet of movement, and any creature
on the ground when you cast the spell must make a Strength saving throw. A
creature must also make the saving throw when it moves into the area for the
first time on a turn or ends its turn there. On a failed save, a creature sinks
into the mud and is restrained, though it can use an action to end the
restrained condition on itself by pulling itself free of the mud.
If you cast
the spell on a ceiling, the mud falls. Any creature under the mud when it falls
must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a
failed save, or half as much damage on a successful one.
Transmute Mud to Rock.
Nonmagical mud or quicksand in the area no more than 10 feet deep transforms
into soft stone for the spells duration. Any creature in the mud when it
transforms must make a Dexterity saving throw. On a successful save, a creature
is shunted safely to the surface in an unoccupied space. On a failed save, a
creature becomes restrained by the rock. A restrained creature, or another
creature within reach, can use an action to try to break the rock by succeeding
on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25
hit points, and it is immune to poison and psychic damage.
"""
name = "Transmute Rock"
level = 5
casting_time = "1 action"
casting_range = "120 feet"
components = ('V', 'S', 'M')
materials = """Clay and water"""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ('Druid', 'Wizard')
class TransportViaPlants(Spell):
"""This spell creates a magical link between a Large or larger inanimate plant
within range and another plant, at any distance, on the same plane of existence.
You must have seen or touched the destination plant at least once before. For
the duration, any creature can step into the target plant and exit from the
destination plant by using 5 feet of movement.
"""
name = "Transport Via Plants"
level = 6
casting_time = "1 action"
casting_range = "10 feet"
components = ('V', 'S')
materials = """"""
duration = "1 round"
ritual = False
magic_school = "Conjuration"
classes = ('Druid',)
class TreeStride(Spell):
"""You gain the ability to enter a tree and move from inside it to inside another
tree of the same kind within 500 feet.
Both trees must be living and at least
the same size as you. You must use 5 feet of movement to enter a tree. You
instantly know the location of all other trees of the same kind within 500 feet
and, as part of the move used to enter the tree, can either pass into one of
those trees or step out of the tree youre in. You appear in a spot of your
choice within 5 feet of the destination tree, using another 5 feet of movement.
If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You
must end each turn outside a tree.
"""
name = "Tree Stride"
level = 5
casting_time = "1 action"
casting_range = "Self"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Conjuration"
classes = ('Druid', 'Ranger')
class TruePolymorph(Spell):
"""Choose one creature or nonmagical object that you can see within range. You
transform the creature into a different creature, the creature into an object,
or the object into a creature (the object must be neither worn nor carried by
another creature). The transformation lasts for the duration, or until the
target drops to 0 hit points or dies. If you concentrate on this spell for the
full duration, the transformation becomes permanent.
Shapechangers arent
affected by this spell. An unwilling creature can make a Wisdom saving throw,
and if it succeeds, it isnt affected by this spell.
Creature into Creature
If
you turn a creature into another kind of creature, the new form can be any kind
you choose whose challenge rating is equal to or less than the targets (or its
level, if the target doesnt have a challenge rating). The targets game
statistics, including mental ability scores, are replaced by the statistics of
the new form. It retains its alignment and personality.
The target assumes the
hit points of its new form, and when it reverts to its normal form, the creature
returns to the number of hit points it had before it transformed. If it reverts
as a result of dropping to 0 hit points, any excess damage carries over to its
normal form. As long as the excess damage doesnt reduce the creatures normal
form to 0 hit points, it isnt knocked unconscious.
The creature is limited in
the actions it can perform by the nature of its new form, and it cant speak,
cast spells, or take any other action that requires hands or speech unless its
new form is capable of such actions.
The targets gear melds into the new form.
The creature cant activate, use, wield, or otherwise benefit from any of its
equipment.
Object into Creature
You can turn an object into any kind of
creature, as long as the creatures size is no larger than the objects size and
the creatures challenge rating is 9 or lower. The creature is friendly to you
and your companions. It acts on each of your turns. You decide what action it
takes and how it moves. The DM has the creatures statistics and resolves all of
its actions and movement.
If the spell becomes permanent, you no longer control
the creature. It might remain friendly to you, depending on how you have
treated it.
Creature into Object
If you turn a creature into an object, it
transforms along with whatever it is wearing and carrying into that form. The
creatures statistics become those of the object, and the creature has no memory
of time spent in this form, after the spell ends and it returns to its normal
form.
This spell cant affect a target that has 0 hit points.
"""
name = "True Polymorph"
level = 9
casting_time = "1 action"
casting_range = "30 feet"
components = ('V', 'S', 'M')
materials = """A drop of mercury, a dollop of gum arabic, and a wisp of smoke"""
duration = "Concentration, up to 1 hour"
ritual = False
magic_school = "Transmutation"
classes = ('Bard', 'Warlock', 'Wizard')
class TrueResurrection(Spell):
"""You touch a creature that has been dead for no longer than 200 years and that
died for any reason except old age. If the creatures soul is free and willing,
the creature is restored to life with all its hit points.
This spell closes all
wounds, neutralizes any poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell replaces damaged or missing
organs or limbs.
The spell can even provide a new body if the original no
longer exists, in which case you must speak the creatures name. The creature
then appears in an unoccupied space you choose within 10 feet of you.
"""
name = "True Resurrection"
level = 9
casting_time = "1 hour"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """A sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes"""
duration = "Instantaneous"
ritual = False
magic_school = "Necromancy"
classes = ('Cleric', 'Druid')
class TrueSeeing(Spell):
"""This spell gives the willing creature you touch the ability to see things as
they actually are. For the duration, the creature has truesight, notices secret
doors hidden by magic, and can see into the Ethereal Plane, all out to a range
of 120 feet.
"""
name = "True Seeing"
level = 6
casting_time = "1 action"
casting_range = "Touch"
components = ('V', 'S', 'M')
materials = """An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"""
duration = "1 hour"
ritual = False
magic_school = "Divination"
classes = ('Bard', 'Cleric', 'Sorcerer', 'Warlock', 'Wizard')
class TrueStrike(Spell):
"""You extend your hand and point a finger at a target in range. Your magic grants
you a brief insight into the targets defenses. On your next turn, you gain
advantage on your first attack roll against the target, provided that this spell
hasnt ended.
"""
name = "True Strike"
level = 0
casting_time = "1 action"
casting_range = "30 feet"
components = ('S',)
materials = """"""
duration = "Concentration, up to 1 round"
ritual = False
magic_school = "Divination"
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
class Tsunami(Spell):
"""A wall of water springs into existence at a point you choose within range. You
can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The
wall lasts for the duration.
When the wall appears, each creature within its
area must make a Strength saving throw. On a failed save, a creature takes 6d10
bludgeoning damage, or half as much damage on a successful save.
At the start
of each of your turns after the wall appears, the wall, along with any creatures
in it, moves 50 feet away from you. Any Huge or smaller creature inside the
wall or whose space the wall enters when it moves must succeed on a Strength
saving throw or take 5d10 bludgeoning damage. A creature can take this damage
only once per round. At the end of the turn, the walls height is reduced by 50
feet, and the damage creatures take from the spell on subsequent rounds is
reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A
creature caught in the wall can move by swimming. Because of the force of the
wave, though, the creature must make a successful Strength (Athletics) check
against your spell save DC in order to move at all. If it fails the check, it
cant move. A creature that moves out of the area falls to the ground.
"""
name = "Tsunami"
level = 8
casting_time = "1 minute"
casting_range = "Sight"
components = ('V', 'S')
materials = """"""
duration = "Concentration, up to 6 rounds"
ritual = False
magic_school = "Conjuration"
classes = ('Druid',)