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