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826 lines
33 KiB
Python
826 lines
33 KiB
Python
from .spells import Spell
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class WallOfFire(Spell):
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"""You create a wall of fire on a solid surface within range. You can make the wall
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up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20
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feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
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for the duration.
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When the wall appears, each creature within its area must
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make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
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damage, or half as much damage on a successful save.
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One side of the wall,
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selected by you when you cast this spell, deals 5d8 fire damage to each creature
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that ends its turn within 10 feet of that side or inside the wall. A creature
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takes the same damage when it enters the wall for the first time on a turn or
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ends its turn there. The other side of the wall deals no damage.
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At Higher
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Levels: When you cast this spell using a spell slot of 5th level or higher, the
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damage increases by 1d8 for each slot level above 4th.
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"""
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name = "Wall Of Fire"
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level = 4
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A small piece of phosphorus"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class WallOfForce(Spell):
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"""An invisible wall of force springs into existence at a point you
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choose within range. The wall appears in any orientation you
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choose, as a horizontal or vertical barrier or at an angle. It can
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be free floating or resting on a solid surface. You can form it
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into a hemispherical dome or a sphere with a radius of up to 10
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feet, or you can shape a flat surface made up of ten
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10-foot-by-10-foot panels. Each panel must be continguous with
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another panel. In any form, the wall is 1/4 inch thick. It lasts
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for the duration. If the wall cuts through a creature's space when
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it appears, the creature is pushed to one side of the wall (your
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choice which side).
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Nothing can physically pass through the wall. It is immune to all
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damage and can't be dispelled by dispel magic. A disintegrate
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spell destroys the wall instantly, however. The wall also extends
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into the Ethereal Plane, blocking ethereal travel through the
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wall.
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"""
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name = "Wall Of Force"
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level = 5
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A pinch of powder made by crushing a clear gemstone"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class WallOfIce(Spell):
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"""You create a wall of ice on a solid surface within range. You can
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form it into a hemispherical dome or a sphere with radius of up to
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10 feet, or you can shape a flat surfcae made up of ten
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10-foot-square panels. Each panel must be contiguous with another
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panel. In any form, the wall is 1 foot thick and lasts for the
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duration.
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If the wall cuts through a creature's space when it appears, the
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creature within its area is pushed to one side of the wall and
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must make a Dexterity saving throw. On a failed save, the creature
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takes 10d6 cold damage, or half as much damage on a successful
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save.
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The wall is an object that can be damaged and thus breached. It
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has AC 12 and 30 hit points per 10-foot section, and it is
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vulnerable to fire damage. Reducing a 10-foot section of wall to 0
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hit points destroys it and leaves behind a sheet of frigid air int
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he space the wall occupied. A creature moving through the sheet of
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frigid air for the first time on a turn must make a Constitution
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saaving throw. The creature takes 5f6 cold damage on a failed
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save, or half as much damage on a successful one.
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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 damage the wall deals when it appears
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increases by 2d6, and the damage from passing through the sheet of
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frigid air increases by 1d6, for each slot level above 6th.
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"""
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name = "Wall Of Ice"
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level = 6
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A small piece of quartz"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class WallOfLight(Spell):
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"""A shimmering wall of bright light appears at a point you choose
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within range. The wall appears in any orientation you choose:
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horizontally, vertically, or diagonally. It can be free floating,
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or it can rest on a solid surface. The wall can be up to 60 feet
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long, 10 feet high, and 5 feet thick. The wall blocks line of
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sight, but creatures and objects can pass through it. It emits
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bright light out to 120 feet and dim light for an additional 120
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feet.
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When the wall appears, each creature in its area must make a
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Constitution saving throw. On a failed save, a creature takes 4d8
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radiant damage, and it is blinded for 1 minute. On a successful
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save, it takes half as much damage and isn't blinded. A blinded
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creature can make a Constitution saving throw at the end of each
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of its turns, ending the effect on itself on a success.
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A creature that ends its turn in the wall's area takes 4d8 radiant
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damage. Until the spell ends, you can use an action to launch a
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beam of radiance from the wall at one creature you can see within
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60 feet of it. Make a ranged spell attack. On a hit, the target
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takes 4d8 radiant damage. Whether you hit or miss, reduce the
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length of the wall by 10 feet. If the wall's length drops to 0
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feet, the spell ends.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 6th level or higher, the damage increases by 1d8 for each slot
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level above 5th.
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"""
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name = "Wall Of Light"
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level = 5
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A hand mirror"""
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duration = "Concentration, up to 10 minutes"
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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 WallOfSand(Spell):
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"""You conjure up a wall of swirling sand on the ground at a point you can see
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within range. You can make the wall up to 30 feet long, 10 feet high, and 10
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feet thick, and it vanishes when the spell ends. It blocks line of sight but not
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movement. A creature is blinded while in the wall's space and must spend 3 feet
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of movement for every 1 foot it moves there.
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"""
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name = "Wall Of Sand"
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level = 3
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A handful of sand"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Wizard',)
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class WallOfStone(Spell):
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"""A nonmagical wall of solid stone springs into existence at a point
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you choose within range. The wall is 6 inches thick and is
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composed of ten 10-foot- by-10-foot panels. Each panel must be
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contiguous with at least on other panel. Alternatively, you can
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create 10-foot-by-20-foot panels that are only 3 inches thick.
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If the wall cuts through a creature's space when it appears, the
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creature is pushed to one side of the wall (your choice). If a
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creature would be surrounded on all sides by the wall (or the wall
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and another solid surface), that creature can make a Dexterity
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saving throw. On a success, it can use its reaction to move up to
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its speed so that it is no longer enclosed by the wall.
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The wall can have any shape you desire, though it can't occupy the
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same space as a creature or object. the wall doesn't need to be
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vertical or resting on any firm foundation. It must, however,
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merge with and be solidly supported by existing stone. Thus you
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can use this spell to bridge a chasm or create a ramp.
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If you create a span greater than 20 feet in length, you must
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halve the size of each panel to create supports. You can crudely
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shape the wall to create crenellations, battlements, and so on.
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The wall is an object made of stone that can be damaged and thus
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breached. Each panel has AC 15 and 30 hit points per inch of
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thickness. Reducing a panel to 0 hit points destroys it and might
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cause connected panels to collapse at the DM's discretion.
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If you maintain your concentration on this spell for its whole
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duration, the wall becomes permanent and can't be
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dispelled. Otherwise, the wall disappears when the spell ends.
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"""
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name = "Wall Of Stone"
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level = 5
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A small block of granite"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class WallOfThorns(Spell):
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"""You create a wall of tough, pliable, tangled brush bristling with needle-sharp
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thorns. The wall appears within range on a solid surface and lasts for the
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duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5
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feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and
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5 feet thick. The wall blocks line of sight.
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When the wall appears, each
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creature within its area must make a Dexterity saving throw. On a failed save, a
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creature takes 7d8 piercing damage, or half as much damage on a successful
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save.
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A creature can move through the wall, albeit slowly and painfully. For
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every 1 foot a creature moves through the wall, it must spend 4 feet of
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movement. Furthermore, the first time a creature enters the wall on a turn or
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ends its turn there, the creature must make a Dexterity saving throw. It takes
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7d8 slashing damage on a failed save, or half as much on a successful save.
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At
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Higher Levels: When you cast this spell using a spell slot of 7th level or
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higher, both types o f damage increase by 1d8 for each slot level above 6th.
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"""
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name = "Wall Of Thorns"
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level = 6
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S', 'M')
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materials = """A handful of thorns"""
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Druid',)
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class WallOfWater(Spell):
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"""(a drop of water)
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You conjure up a wall of water on the ground at a point you can
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see within range. You can make the wall up to 30 feet long, 10
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feet high, and 1 foot thick, or you can make a ringed wall up to
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20 feet in diameter, 20 feet high, and 1 foot thick. The wall
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vanishes when the spell ends. The wall's space is difficult
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terrain.
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Any ranged weapon attack that enters the wall's space has
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disadvantage on the attack roll, and fire damage is halved if the
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fire effect passes through the wall to reach its target. Spells
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that deal cold damage that pass through the wall cause the area of
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the wall they pass through to freeze solid (at least a 5-foot
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square section is frozen). Each 5-foot-square frozen section has
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AC 5 and 15 hit points. Reducing a frozen section to 0 hit points
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destroys it. When a section is destroyed, the wall’s water doesn’t
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fill it.
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"""
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name = "Wall Of Water"
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level = 3
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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 = """"""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class WardingBond(Spell):
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"""This spell wards a willing creature you touch and creates a mystic connection
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between you and the target until the spell ends.
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While the target is within 60
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feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance
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to all damage. Also, each time it takes damage, you take the same amount of
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damage.
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The spell ends if you drop to 0 hit points or if you and the target
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become separated by more than 60 feet. It also ends if the spell is cast again
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on either of the connected creatures. You can also dismiss the spell as an
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action.
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"""
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name = "Warding Bond"
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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 pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration"""
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duration = "1 hour"
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ritual = False
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magic_school = "Abjuration"
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classes = ('Cleric',)
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class WardingWind(Spell):
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"""A strong wind (20 miles per hour) blows around you in a 10-foot
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radius and moves with you, remaining centered on you. The wind
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lasts for the spell's duration.
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The wind has the following effects:
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- It deafens you and other creatures in its area.
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- It extinguishes unprotected flames in its area that are
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torch-sized or smaller.
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- The area is difficult terrain for creatures other than you.
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- The attack rolls of ranged weapon attacks have disadvantage if
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they pass in or out of the wind.
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- It hedges out vapor, gas, and fog that can be dispersed by
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strong wind.
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"""
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name = "Warding Wind"
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level = 2
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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 = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Evocation"
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classes = ('Bard', 'Druid', 'Sorcerer', 'Wizard')
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class WaterBreathing(Spell):
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"""This spell grants up to ten willing creatures you can see within range the
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ability to breathe underwater until the spell ends. Affected creatures also
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retain their normal mode of respiration.
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"""
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name = "Water Breathing"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A short reed or piece of straw"""
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duration = "24 hours"
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ritual = True
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magic_school = "Transmutation"
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classes = ('Druid', 'Ranger', 'Sorcerer', 'Wizard')
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class WaterWalk(Spell):
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"""This spell grants the ability to move across any liquid surface – such as water,
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acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
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(creatures crossing molten lava can still take damage from the heat).
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Up to ten
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willing creatures you can see within range gain this ability for the duration.
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If you target a creature submerged in a liquid, the spell carries the target to
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the surface of the liquid at a rate of 60 feet per round.
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"""
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name = "Water Walk"
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level = 3
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ('V', 'S', 'M')
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materials = """A piece of cork"""
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duration = "1 hour"
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ritual = True
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magic_school = "Transmutation"
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classes = ('Cleric', 'Druid', 'Ranger', 'Sorcerer')
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class WaterySphere(Spell):
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"""You conjure up a sphere of water with a 5-foot radius on a point
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you can see within range. The sphere can hover in the air, but no
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more than 10 feet off the ground. The sphere remains for the
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spell's duration.
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Any creature in the sphere's space must make a Strength saving
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throw. On a successful save, a creature is ejected from that space
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to the nearest unoccupied space outside it. A Huge or larger
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creature succeeds on the saving throw automatically. On a failed
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save, a creature is restrained by the sphere and is engulfed by
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the water. At the end of each of its turns, a restrained target
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can repeat the saving throw.
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The sphere can restrain a maximum of four Medium or smaller
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creatures or one Large creature. If the sphere restrains a
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creature in excess of these numbers, a random creature that was
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already restrained by the sphere falls out of it and lands prone
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in a space within 5 feet of it.
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As an action, you can move the sphere up to 30 feet in a straight
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line. If it moves over a pit, cliff, or other drop, it safely
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descends until it is hovering 10 feet over ground. Any creature
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restrained by the sphere moves with it. You can ram the sphere
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into creatures, forcing them to make the saving throw, but no more
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than once per turn.
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When the spell ends, the sphere falls to the ground and
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extinguishes all normal flames within 30 feet of it. Any creature
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restrained by the sphere is knocked prone in the space where it
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falls.
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"""
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name = "Watery Sphere"
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level = 4
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casting_time = "1 action"
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casting_range = "90 feet"
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components = ('V', 'S', 'M')
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materials = """A droplet of water"""
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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', 'Sorcerer', 'Wizard')
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class Web(Spell):
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"""You conjure a mass of thick, sticky webbing at a point of your
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choice within range. The webs fill a 20-foot cube from that point
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for the duration. The webs are difficult terrain and lightly
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obscure their area.
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If the webs aren't anchored between two solid masses (such as
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walls or trees) or layered across a floor, wall, or ceiling, the
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conjured web collapses on itself, and the spell ends at the start
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of your next turn. Webs layered over a flat surface have a depth
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of 5 feet.
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Each creature that starts its turn in the webs or that enters them
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during its turn must make a Dexterity saving throw. On a failed
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save, the creature is restrained as long as it remains in the webs
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or until it breaks free.
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A creature restrained by the webs can use its action to make a
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Strength check against your spell save DC. If it succeeds, it is
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no longer restrained.
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The webs are flammable. Any 5-foot cube of webs exposed to fire
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burns away in 1 round, dealing 2d4 fire damage to any creature
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that starts its turn in the fire.
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"""
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name = "Web"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ('V', 'S', 'M')
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materials = """A bit of spiderweb"""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Conjuration"
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classes = ('Sorcerer', 'Wizard')
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class Weird(Spell):
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"""Drawing on the deepest fears of a group of creatures, you create
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illusory creatures in their minds, visible only to them. Each
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creature in a 30-foot-radius sphere centered on a point of your
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choice within range must make a Wisdom saving throw. On a failed
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save, a creature becomes frightened for the duration.
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The illusion calls on the creature's deepest fears, manifesting
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its worst nightmares as an implacable threat. At the end of each
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of the frightened creature's turns, it must succeed on a Wisdom
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saving throw or take 4d10 psychic damage. On a successful save,
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the spell ends for that creature.
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"""
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name = "Weird"
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level = 9
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ('V', 'S')
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materials = """"""
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duration = "Concentration, up to 1 minute"
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ritual = False
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||
magic_school = "Illusion"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class Whirlwind(Spell):
|
||
"""A whirlwind howls down to a point that you can see on the ground
|
||
within range. The whirlwind is a 10-foot-radius, 30-foot-high
|
||
cylinder centered on that point. Until the spell ends, you can
|
||
use your action to move the whirlwind up to 30 feet in any
|
||
direction along the ground. The whirlwind sucks up any Medium or
|
||
smaller objects that aren't secured to anything and that aren't
|
||
worn or carried by anyone.
|
||
|
||
A creature must make a Dexterity saving throw the first time on a
|
||
turn that it enters the whirlwind or that the whirlwind enters its
|
||
space, including when the whirlwind first appears. A creature
|
||
takes 10d6 bludgeoning damage on a failed save, or half as much
|
||
damage on a successful one. In addition, a Large or smaller
|
||
creature that fails the save must succeed on a Strength saving
|
||
throw or become restrained in the whirlwind until the spell
|
||
ends. When a creature starts its turn restrained by the whirlwind,
|
||
the creature is pulled 5 feet higher inside it, unless the
|
||
creature is at the top.
|
||
|
||
A restrained creature moves with the whirlwind and falls when the
|
||
spell ends, unless the creature has some means to stay aloft. A
|
||
restrained creature can use an action to make a Strength or
|
||
Dexterity check against your spell save DC. If successful, the
|
||
creature is no longer restrained by the whirlwind and is hurled
|
||
3d6 x 10 feet away from it in a random direction.
|
||
|
||
"""
|
||
name = "Whirlwind"
|
||
level = 7
|
||
casting_time = "1 action"
|
||
casting_range = "300 feet"
|
||
components = ('V', 'M')
|
||
materials = """A piece of straw"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Wizard', 'Sorcerer')
|
||
|
||
|
||
class WildCunning(Spell):
|
||
"""You call out to the spirits of nature to aid you. When you cast this
|
||
spell, choose one of the following effects:
|
||
-- If there are any tracks on the ground within range, you know where they
|
||
are, and you make Wisdom (Survival) checks to follow these tracks with
|
||
advantage for 1 hour or until you cast this spell again.
|
||
|
||
-- If there is edible forage within range, you know it and where to find
|
||
it.
|
||
|
||
-- If there is clean drinking water within range, you know it and where to
|
||
find it.
|
||
|
||
-- If there is suitable shelter for you and your companions with range, you
|
||
know it and where to find it.
|
||
|
||
-- Send the spirits to bring back wood for a fire and to set up a campsite
|
||
in the area using your supplies. The spirits build the fire in a circle of
|
||
stones, put up tents, unroll bedrolls, and put out any rations and water
|
||
for consumption.
|
||
|
||
-- Have the spirits instantly break down a campsite, which includes putting
|
||
out a fire, taking down tents, packing up bags, and burying any rubbish.
|
||
"""
|
||
name = "Wild Cunning"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Insantaneous"
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class WindWalk(Spell):
|
||
"""You and up to ten willing creatures you can see within range assume
|
||
a gaseous form for the duration, appearing as wisps of cloud.
|
||
While in this cloud form, a creature has a flying speed of 300
|
||
feet and has resistance to damage from nonmagical weapons. The
|
||
only actions a creature can take in this form are the Dash action
|
||
or to revert to its normal form. Reverting takes 1 minute, during
|
||
which time a creature is incapacitated and can't move. Until the
|
||
spell ends, a creature can revert to cloud form, which also
|
||
requires the 1-minute transformation.
|
||
|
||
If a creature is in cloud form and flying when the effect ends,
|
||
the creature descends 60 feet per round for 1 minute until it
|
||
lands, which it does safely. If it can't land after 1 minute, the
|
||
creature falls the remaining distance.
|
||
|
||
"""
|
||
name = "Wind Walk"
|
||
level = 6
|
||
casting_time = "1 minute"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """Fire and holy water"""
|
||
duration = "8 hours"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ('Druid',)
|
||
|
||
|
||
class WindWall(Spell):
|
||
"""A wall of strong wind rises from the ground at a point you choose
|
||
within range.
|
||
|
||
You can make the wall up to 50 feet long, 15 feet high, and 1 foot
|
||
thick. You can shape the wall in any way you choose so long as it
|
||
makes one continuous path along the ground. The wall lasts for the
|
||
duration.
|
||
|
||
When the wall appears, each creature within its area must make a
|
||
Strength saving throw. A creature takes 3d8 bludgeoning damage on
|
||
a failed save, or half as much damage on a successful one.
|
||
|
||
The strong wind keeps fog, smoke, and other gases at bay. Small or
|
||
smaller flying creatures or objects can't pass through the
|
||
wall. Loose, lightweight materials brought into the wall fly
|
||
upward. Arrows, bolts, and other ordinary projectiles launched at
|
||
targets behind the wall are deflected upward and automatically
|
||
miss. (Boulders hurled by giants or siege engines, and similar
|
||
projectiles, are unaffected.) Creatures in gaseous form can't pass
|
||
through it.
|
||
|
||
"""
|
||
name = "Wind Wall"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A tiny fan and a feather of exotic origin"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class Wish(Spell):
|
||
"""Wish is the mightiest spell a mortal creature can cast. By simply
|
||
speaking aloud, you can alter the very foundations of reality in
|
||
accord with your desires.
|
||
|
||
The basic use of this spell is to duplicate any other spell of 8th
|
||
level or lower. You don't need to meet any requirements in that
|
||
spell, including costly components. The spell simply takes effect.
|
||
Alternatively, you can create one of the following effects of your
|
||
choice:
|
||
|
||
- You create one object of up to 25,000 gp in value that isn't a
|
||
magic item. The object can be no more than 300 feet in any
|
||
dimension, and it appears in an unoccupied space you can see on
|
||
the ground.
|
||
|
||
- You allow up to twenty creatures that you can see to regain all
|
||
hit points, and you end all effects on them described in the
|
||
greater restoration spell.
|
||
|
||
- You grant up to ten creatures that you can see resistance to a
|
||
damage type you choose.
|
||
|
||
- You grant up to ten creatures you can see immunity to a single
|
||
spell or other magical effect for 8 hours. For instance, you
|
||
could make yourself and all your com panions immune to a lich's
|
||
life drain attack.
|
||
|
||
- You undo a single recent event by forcing a reroll of any roll
|
||
made within the last round (including your last turn). Reality
|
||
reshapes itself to accommodate the new result. For example, a
|
||
wish spell could undo an opponent's successful save, a foe's
|
||
critical hit, or a friend's failed save. You can force the
|
||
reroll to be made with advantage or disadvantage, and you can
|
||
choose whether to use the reroll or the original roll.
|
||
|
||
You might be able to achieve something beyond the scope of the
|
||
above examples. State your wish to the DM as precisely as
|
||
possible. The DM has great latitude in ruling what occurs in such
|
||
an instance; the greater the wish, the greater the likelihood that
|
||
something goes wrong. This spell might simply fail, the effect you
|
||
desire might only be partly achieved, or you might suffer some
|
||
unforeseen consequence as a result of how you worded the wish. For
|
||
example, wishing that a villain were dead might propel you forward
|
||
in time to a period when that villain is no longer alive,
|
||
effectively removing you from the game. Similarly, wishing for a
|
||
legendary magic item or artifact might instantly transport you to
|
||
the presence of the item's current owner.
|
||
|
||
The stress of casting this spell to produce any effect other than
|
||
duplicating another spell weakens you. After enduring that stress,
|
||
each time you cast a spell until you finish a long rest, you take
|
||
1d10 necrotic damage per level of that spell. This damage can't be
|
||
reduced or prevented in any way. In addition, your Strength drops
|
||
to 3, if it isn't 3 or lower already, for 2d4 days. For each of
|
||
those days that you spend resting and doing nothing more than
|
||
light activity, your remaining recovery time decreases by 2
|
||
days. Finally, there is a 33 percent chance that you are unable to
|
||
cast wish ever again if you suffer this stress.
|
||
|
||
"""
|
||
name = "Wish"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class WitchBolt(Spell):
|
||
"""A beam of crackling, blue energy lances out toward a creature within range,
|
||
forming a sustained arc of lightning between you and the target.
|
||
|
||
Make a ranged spell attack against that creature. On a hit, the
|
||
target takes 1d12 lightning damage, and on each of your turns for
|
||
the duration, you can use your action to deal 1d12 lightning
|
||
damage to the target automatically. The spell ends if you use your
|
||
action to do anything else. The spell also ends if the target is
|
||
ever outside the spell's range or if it has total cover from you.
|
||
|
||
**At Higher Levels:** When you cast this spell using a spell slot
|
||
of 2nd level or higher, the initial damage increases by 1d12 for
|
||
each slot level above 1st.
|
||
|
||
"""
|
||
name = "Witch Bolt"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = """A twig from a tree that has been struck by lightning"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class WordOfRadiance(Spell):
|
||
"""You utter a divine word, and burning radiance erupts from you. Each
|
||
creature of your choice that you can see within range must succeed
|
||
on a Constitution saving throw or take 1d6 radiant damage.
|
||
|
||
The spell's damage increases by 1d6 when you reach 5th level
|
||
(2d6), 11th level (3d6), and 17th level (4d6).
|
||
|
||
"""
|
||
name = "Word Of Radiance"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "5 feet"
|
||
components = ('V', 'M')
|
||
materials = """A holy symbol"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class WordOfRecall(Spell):
|
||
"""You and up to five willing creatures within 5 feet of you instantly
|
||
teleport to a previously designated sanctuary. You and any
|
||
creatures that teleport with you appear in the nearest unoccupied
|
||
space to the spot you designated when you prepared your sanctuary
|
||
(see below). If you cast this spell without first preparing a
|
||
sanctuary, the spell has no effect.
|
||
|
||
You must designate a sanctuary by casting this spell within a
|
||
location, such as a temple, dedicated to or strongly linked to
|
||
your deity. If you attempt to cast the spell in this manner in an
|
||
area that isn’t dedicated to your deity, the spell has no effect.
|
||
|
||
"""
|
||
name = "Word Of Recall"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "5 feet"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ('Cleric',)
|
||
|
||
|
||
class WrathOfNature(Spell):
|
||
"""You call out to the spirits of nature to rouse them against your enemies. Choose
|
||
a point you can see within range. The spirits cause trees, rocks, and grasses
|
||
in a 60-foot cube centered on that point to become animated until the spell
|
||
ends.
|
||
Grasses and Undergrowth. Any area of ground in the cube that is covered by
|
||
grass or undergrowth is difficult terrain for your enemies.
|
||
Trees. At the start
|
||
of each of your turns, each of your enemies within 10 feet of any tree in the
|
||
cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from
|
||
whipping branches.
|
||
Roots and Vines. At the end of each of your turns, one
|
||
creature of your choice that is on the ground in the cube must succeed on a
|
||
Strength saving throw or become restrained until the spell ends. A restrained
|
||
creature can use an action to make a Strength (Athletics) check against your
|
||
spell save DC, ending the effect on itself on a success.
|
||
Rocks. As a bonus
|
||
action on your turn, you can cause a loose rock in the cube to launch at a
|
||
creature you can see in the cube. Make a ranged spell attack against the target.
|
||
On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must
|
||
succeed on a Strength saving throw or fall prone.
|
||
"""
|
||
name = "Wrath Of Nature"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Druid', 'Ranger')
|
||
|
||
|
||
class WrathfulSmite(Spell):
|
||
"""The next time you hit with a melee weapon attack during this
|
||
spell's duration, your attack deals an extra 1d6 psychic damage.
|
||
Additionally, if the target is a creature, it must make a Wisdom
|
||
saving throw or be frightened of you until the spell ends. As an
|
||
action, the creature can make a Wisdom check against your spell
|
||
save DC to steel its resolve and end this spell.
|
||
|
||
"""
|
||
name = "Wrathful Smite"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Self"
|
||
components = ('V',)
|
||
materials = """"""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ('Paladin',)
|