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dungeon-sheets/dungeonsheets/spells/spells_c.py
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from dungeonsheets.spells.spells import Spell
class CallLightning(Spell):
"""A storm cloud appears in the shape of a cylinder that is 10 feet
tall with a 60-foot radius, centered on a point you can see 100
feet directly above you. The spell fails if you can't see a point
in the air where the storm cloud could appear (for example, if you
are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see within
range. A bolt of lightning flashes down from the cloud to that
point. Each creature within 5 feet of that point must make a
Dexterity saving throw. A creature takes 3d10 lightning damage on
a failed save, or half as much damage on a successful one. On
each of your turns until the spell ends, you can use your action
to call down lightning in this way again, targeting the same point
or a different one.
If you are outdoors in stormy conditions when you cast this spell,
the spell gives you control over the existing storm instead of
creating a new one. Under such conditions, the spell's damage
increases by 1d10.
**At Higher Levels:** When you cast this spell using a spell slot
of 4th or higher level, the damage increases by 1d10 for each slot
level above 3rd.
"""
name = "Call Lightning"
level = 3
casting_time = "1 action"
casting_range = "120 feet"
components = ("V", "S")
materials = ""
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Conjuration"
classes = ("Druid",)
class CalmEmotions(Spell):
"""You attempt to suppress strong emotions in a group of people. Each
humanoid in a 20-foot-radius sphere centered on a point you choose
within range must make a Charisma saving throw; a creature can
choose to fail this saving throw if it wishes. If a creature fails
its saving throw, choose one of the following two effects. You can
suppress any effect causing a target to be charmed or
frightened. When this spell ends, any suppressed effect resumes,
provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures
of your choice that it is hostile toward. This indifference ends
if the target is attacked or harmed by a spell or if it witnesses
any of its friends being harmed. When the spell ends, the creature
becomes hostile again, unless the DM rules otherwise.
"""
name = "Calm Emotions"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ("V", "S")
materials = ""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Enchantment"
classes = ("Bard", "Cleric")
class Catapult(Spell):
"""Choose one object weighing 1 to 5 pounds within range that isn't
being worn or carried. The object flies in a straight line up to
90 feet in a direction you choose before falling to the ground,
stopping early if it impacts against a solid surface. If the
object would strike a creature, that creature must make a
Dexterity saving throw. On a failed save, the object strikes the
target and stops moving. In either case, both the object and the
creature or solid surface take 3d8 bludgeoning damage.
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the maximum weight of objects that you can
target with this spell increases by 5 pounds, and the damage
increases by 1d8, for each slot level above 1st.
"""
name = "Catapult"
level = 1
casting_time = "1 action"
casting_range = "60 feet"
components = ("S",)
materials = ""
duration = "Instantaneous"
ritual = False
magic_school = "Transmutation"
classes = ("Sorcerer", "Wizard")
class Catnap(Spell):
"""You make a calming gesture, and up to three willing creatures of
your choice that you can see within range fall unconscious for the
spell's duration. The spell ends on a target early if it takes
damage or someone uses an action to shake or slap it awake. If a
target remains unconscious for the full duration, that target
gains the benefit of a short rest, and it can't be affected by
this spell again until it finishes a long rest.
**At Higher Levels:** When you cast this spell using a spell slot
of 4th level or higher, you can target one additional willing
creature for each slot level above 3rd.
"""
name = "Catnap"
level = 3
casting_time = "1 action"
casting_range = "30 feet"
components = ("S", "M")
materials = "A pinch of sand"
duration = "10 minutes"
ritual = False
magic_school = "Enchantment"
classes = ("Wizard", "Bard", "Sorcerer")
class CauseFear(Spell):
"""You awaken the sense of mortality in one creature you can see within range. A
construct or an undead is immune to this effect. The target must succeed on a
Wisdom saving throw or become frightened of you until the spell ends. The
frightened target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
**At Higher Levels:** When you cast this
spell using a spell slot of 2nd level or higher, you can target one additional
creature for each slot level above lst. The creatures must be within 30 feet of
each other when you target them.
"""
name = "Cause Fear"
level = 1
casting_time = "1 action"
casting_range = "60 feet"
components = ("V",)
materials = ""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Necromancy"
classes = ("Warlock", "Wizard")
class Ceremony(Spell):
"""You perform a special religious ceremony that is infused with magic. When you
cast the spell, choose one of the following rites, the target of which must be
within 10 feet of you throughout the casting.
Atonement. You touch one willing
creature whose alignment has changed, and you make a DC 20 Wisdom (Insight)
check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24
hours, whenever the target makes an ability check, it can roll a d4 and add the
number rolled to the ability check. A creature can benefit from this rite only
once.
Dedication. You touch one humanoid who wishes to be dedicated to your
god's service. For the next 24 hours, whenever the target makes a saving throw,
it can roll a d4 and add the number rolled to the save. A creature can benefit
from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7
days, the target can't become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage.
For the next 7 days, each target gains a +2 bonus to AC while they are within 30
feet of each other. A creature can benefit from this rite again only if
widowed.
"""
name = "Ceremony"
level = 1
casting_time = "1 hour"
casting_range = "Touch"
components = ("V", "S", "M")
materials = "25 gp worth of powdered silver,which the spell consumes"
duration = "Instantaneous"
ritual = True
magic_school = "Abjuration"
classes = ("Cleric", "Paladin")
class ChainLightning(Spell):
"""You create a bolt of lightning that arcs toward a target of your choice that you
can see within range. Three bolts then leap from that target to as many as
three other targets, each of which must be within 30 feet of the first target. A
target can be a creature or an object and can be targeted by only one of the
bolts.
A target must make a Dexterity saving throw. The target takes 10d8
lightning damage on a failed save, or half as much on a successful one.
At
Higher Levels: When you cast this spell using a spell slot of 7th level or
higher, one additional bolt leaps from the first target to another target for
each slot level above 6th.
"""
name = "Chain Lightning"
level = 6
casting_time = "1 action"
casting_range = "150 feet"
components = ("V", "S", "M")
materials = (
"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"
)
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ("Sorcerer", "Wizard")
class ChaosBolt(Spell):
"""You hurl an undulating, warbling mass of chaotic energy at one
creature in range. Make a ranged spell attack against the
target. On a hit, the target takes ``2d8+1d6`` damage. Choose one
of the d8s. The number rolled on that die determines the attacks
damage type, as shown below.
== ===========
d8 Damage Type
== ===========
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
== ===========
If you roll the same number on both d8s, the chaotic energy leaps
from the target to a different creature of your choice within 30
feet of it. Make a new attack roll against the new target, and
make a new damage roll, which could cause the chaotic energy to
leap again. A creature can be targeted only once by each casting
of this spell.
**At Higher Levels:** When you cast this spell using a spell slot of
2nd level or higher, each target takes 1d6 extra damage of the
type rolled for each slot level above 1st.
"""
name = "Chaos Bolt"
level = 1
casting_time = "1 action"
casting_range = "120 feet"
components = ("V", "S")
materials = ""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ("Sorcerer",)
class CharmMonster(Spell):
"""You attempt to charm a creature you can see within range. It must
make a Wisdom saving throw, and it does so with advantage if you
or your companions are fighting it. If it fails the saving throw,
it is charmed by you until the spell ends or until you or your
companions do anything harmful to it. The charmed creature is
friendly to you. When the spell ends, the creature knows it was
charmed by you.
**At Higher Levels:** When you cast this spell using a spell slot of
5th level or higher, you can target one additional creature for
each slot level above 4th. The creatures must be within 30 feet of
each other when you target them.
"""
name = "Charm Monster"
level = 4
casting_time = "1 action"
casting_range = "30 feet"
components = ("V", "S")
materials = ""
duration = "1 hour"
ritual = False
magic_school = "Enchantment"
classes = ("Bard", "Druid", "Sorcerer", "Warlock", "Wizard")
class CharmPerson(Spell):
"""You attempt to charm a humanoid you can see within range. It must
make a Wisdom saving throw, and does so with advantage if you or
your companions are fighting it. If it fails the saving throw, it
is charmed by you until the spell ends or until you or your
companions do anything harmful to it.The charmed creature regards
you as a friendly acquaintance. When the spell ends, the creature
knows it was charmed by you.
**At Higher Levels:** When you cast this spell using a spell slot of
2nd level or higher, you can target one additional creature for
each slot level above 1st. The creatures must be within 30 feet of
each other when you target them.
"""
name = "Charm Person"
level = 1
casting_time = "1 action"
casting_range = "30 feet"
components = ("V", "S")
materials = ""
duration = "1 hour"
ritual = False
magic_school = "Enchantment"
classes = ("Bard", "Druid", "Sorcerer", "Warlock", "Wizard")
class ChillTouch(Spell):
"""You create a ghostly, skeletal hand in the space of a creature within range.
Make a ranged spell attack against the creature to assail it with the chill of
the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain
hit points until the start of your next turn. Until then, the hand clings to the
target. If you hit an undead target, it also has disadvantage on attack rolls
against you until the end of your next turn.
**At Higher Levels:** This spell's
damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
17th level (4d8).
"""
name = "Chill Touch"
level = 0
casting_time = "1 action"
casting_range = "120 feet"
components = ("V", "S")
materials = ""
duration = "1 round"
ritual = False
magic_school = "Necromancy"
classes = ("Sorcerer", "Warlock", "Wizard")
class ChromaticOrb(Spell):
"""You hurl a 4-inch-diameter sphere of energy at a creature that you can see
within range. You choose acid, cold, fire, lightning, poison, or thunder for the
type of orb you create, and then make a ranged spell attack against the target.
If the attack hits, the creature takes 3d8 damage of the type you chose.
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 = "Chromatic Orb"
level = 1
casting_time = "1 action"
casting_range = "90 feet"
components = ("V", "S", "M")
materials = "A diamond worth at least 50 gp"
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ("Sorcerer", "Wizard")
class CircleOfDeath(Spell):
"""A sphere of negative energy ripples out in a 60-foot-radius sphere from a point
within range. Each creature in that area must make a Constitution saving throw.
A target takes 8d6 necrotic damage on a failed save, or half as much damage on a
successful one.
**At Higher Levels:** W hen you cast this spell using a spell slot
of 7th level or higher, the damage increases by 2d6 for each slot level above
6th.
"""
name = "Circle Of Death"
level = 6
casting_time = "1 action"
casting_range = "150 feet"
components = ("V", "S", "M")
materials = "The powder of a crushed black pearl worth at least 500 gp"
duration = "Instantaneous"
ritual = False
magic_school = "Necromancy"
classes = ("Sorcerer", "Warlock", "Wizard")
class CircleOfPower(Spell):
"""Divine energy radiates from you, distorting and diffusing magical energy within
30 feet of you.
Until the spell ends, the sphere moves with you, centered on
you. For the duration, each friendly creature in the area (including you) has
advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against
a spell or magical effect that allows it to make a saving throw to take only
half damage, it instead takes no damage if it succeeds on the saving throws.
"""
name = "Circle Of Power"
level = 5
casting_time = "1 action"
casting_range = "Self (30-foot radius)"
components = ("V",)
materials = ""
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Abjuration"
classes = ("Paladin",)
class Clairvoyance(Spell):
"""You create an invisible sensor within range in a location familiar to you (a
place you have visited or seen before) or in an obvious location that is
unfamiliar to you (such as behind a door, around a corner, or in a grove of
trees). The sensor remains in place for the duration, and it can't be attacked
or otherwise interacted with.
When you cast the spell, you choose seeing or
hearing. You can use the chosen sense through the sensor as if you were in its
space. As your action, you can switch between seeing and hearing. A creature
that can see the sensor (such as a creature benefitting from see invisibility or
truesight) sees a luminous, intangible orb about the size of your fist.
"""
name = "Clairvoyance"
level = 3
casting_time = "10 minutes"
casting_range = "1 mile"
components = ("V", "S", "M")
materials = (
"A focus worth at least 100 gp, either a jeweled horn for hearing or a glass"
" eye for seeing"
)
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Divination"
classes = ("Bard", "Cleric", "Sorcerer", "Wizard")
class Clone(Spell):
"""This spell grows an inert duplicate of a living creature as a safeguard against
death.
This clone forms inside a sealed vessel and grows to full size and
maturity after 120 days; you can also choose to have the clone be a younger
version of the same creature. It remains inert and endures indefinitely, as long
as its vessel remains undisturbed.
 At any time after the clone matures, if
the original creature dies, its soul transfers to the clone, provided that the
soul is free and willing to return. The clone is physically identical to the
original and has the same personality, memories, and abilities, but none of the
original's equipment. The original creature's physical remains, if they still
exist, becom e inert and can't thereafter be restored to life, since the
creature's soul is elsewhere.
"""
name = "Clone"
level = 8
casting_time = "1 hour"
casting_range = "Touch"
components = ("V", "S", "M")
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"
)
duration = "Instantaneous"
ritual = False
magic_school = "Necromancy"
classes = ("Wizard",)
class CloudOfDaggers(Spell):
"""You fill the air with spinning daggers in a cube 5 feet on each side, centered
on a point you choose within range. A creature takes 4d4 slashing damage when it
enters the spell's area for the first time on a turn or starts its turn there.
**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 2d4 for each slot level above 2nd.
"""
name = "Cloud Of Daggers"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ("V", "S", "M")
materials = "A sliver of glass"
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Conjuration"
classes = ("Bard", "Sorcerer", "Warlock", "Wizard")
class Cloudkill(Spell):
"""You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a
point you choose within range. The fog spreads around corners. It lasts for the
duration or until strong wind dispereses the fog, ending the spell. Its area is
heavily obscured.
When a creature enters the spell's area for the first time
on a turn or starts its turn there, that creature must make a Constitution
saving throw. The creature takes 5d8 poison damageon a failed save, or half as
much damage on a successful one. Creatures are affected even if they hold their
breath or don't need to breathe.
The fog moves 10 feet away from you at the
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 homunculuss 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")