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794 lines
34 KiB
Python
794 lines
34 KiB
Python
from .spells import Spell
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class ControlWater(Spell):
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"""Until the spell ends, you control any freestanding water inside an area you
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choose that is a cube up to 100 feet on a side. You can choose from any of the
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following effects when you cast this spell. As an action on your turn, you can
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repeat the same effect or choose a different one.
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Flood: You cause the water
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level of all standing water in the area to rise by as much as 20 feet. If the
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area includes a shore, the flooding water spills over onto dry land. If you
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choose an area in a large body of water, you instead create a 20-foot tall wave
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that travels from one side of the area to the other and then crashes down. Any
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Huge or smaller vehicles in the wave's path are carried with it to the other
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side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance
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of capsizing. The water level remains elevated until the spell ends or you
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choose a different effect. If this effect produced a wave, the wave repeats on
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the start of your next turn while the flood effect lasts.
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Part Water: You cause
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water in the area to move apart and create a trench. The trench extends across
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the spell's area, and the separated water forms a wall to either side. The
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trench remains until the spell ends or you choose a different effect. The water
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then slowly fills in the trench over the course of the next round until the
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normal water level is restored.
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Redirect Flow: You cause flowing water in the
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area to move in a direction you choose, even if the water has to flow over
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obstacles, up walls, or in other unlikely directions. The water in the area
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moves as you direct it, but once it moves beyond the spell's area, it resumes
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its flow based on the terrain conditions. The water continues to move in the
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direction you chose until the spell ends or you choose a different effect.
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Whirlpool: This effect requires a body of water at least 50 feet square and 25
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feet deep. You cause a whirlpool to form in the center of the area. The
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whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at
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the top, and 25 feet tall. Any creature or object in the water and within 25
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feet of the vortex is pulled 10 feet toward it. A creature can swim away from
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the vortex by making a Strength (Athletics) check against your spell save DC.
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When a creature enters the vortex for the first time on a turn or starts its
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turn there, it must make a Strength saving throw. On a failed save, the creature
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takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends.
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On a successful save, the creature takes half damage, and isn't caught in the
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vortex. A creature caught in the vortex can use its action to try to swim away
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from the vortex as described above, but has disadvantage on the Strength
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(Athletics) check to do so. The first time each turn that an object enters the
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vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round
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it remains in the vortex.
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"""
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name = "Control Water"
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level = 4
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = "A drop of water and a pinch of dust"
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duration = "Concentration, up to 10 minutes"
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magic_school = "Transmutation"
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classes = ('Cleric', 'Druid', 'Wizard')
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class SleetStorm(Spell):
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"""Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder
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with a 40-foot radius centered on a point you choose within range. The area is
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heavily obscured, and exposed flames in the area are doused.
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The ground in the
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area is covered with slick ice, making it difficult terrain. When a creature
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enters the spell's area for the first time on a turn or starts its turn there,
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it must make a Dexterity saving throw. On a failed save, it falls prone.
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If a
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creature is concentrating in the spell's area, the creature must make a
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successful Constitution saving throw against your spell save DC or lose
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concentration.
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"""
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name = "Sleet Storm"
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level = 3
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casting_time = "1 action"
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casting_range = "150 feet"
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components = ('V', 'S', 'M')
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materials = "A pinch of dust and a few drops of water"
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duration = "Concentration, up to 1 minute"
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magic_school = "Conjuration"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class DestructiveWave(Spell):
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"""You strike the ground, creating a burst of divine energy that ripples
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outward from you. Each creature you choose within 30 feet of you must
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succeed on a Constitution saving throw or take 5d6 thunder damage, as well
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as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A
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creature that succeeds on its saving throw takes half as much damage and
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isn’t knocked prone.
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"""
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name = "Destructive Wave"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (30 foot radius)"
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components = ("V",)
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magic_school = "Evocation"
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classes = ("Paladin",)
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class InsectPlague(Spell):
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"""Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you
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choose within range. The sphere spreads around corners. The sphere remains for
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the duration, and its area is lightly obscured. The sphere's area is difficult
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terrain.
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When the area appears, each creature in it must make a Constitution
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saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
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much damage on a successful one. A creature must also make this saving throw
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when it enters the spell's area for the first time on a turn or ends its turn
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there.
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At Higher Levels: When you cast this spell using a spell slot of 6th
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level or higher, the damage increases by 1d10 for each slot level above 5th.
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"""
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name = "Insect Plague"
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level = 5
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = "A few grains of sugar, some kernels of grain, and a smear of fat"
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duration = "Concentration, Up to 10 minutes"
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magic_school = "Conjuration"
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classes = ('Cleric', 'Druid', 'Sorcerer')
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class FindFamiliar(Spell):
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"""You gain the service of a familiar, a spirit that takes an animal form you
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choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous
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snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an
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unoccupied space within range, the familiar has the statistics of the chosen
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form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
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Your familiar acts independently of you, but it always obeys your commands. In
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combat, it rolls its own initiative and acts on its own turn. A familiar can't
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attack, but it can take other actions as normal.
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When the familiar drops to 0
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hit points, it disappears, leaving behind no physical form. It reappears after
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you cast this spell again.
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While your familiar is within 100 feet of you, you
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can communicate with it telepathically. Additionally, as an action, you can see
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through your familiar's eyes and hear what it hears until the start of your next
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turn, gaining the benefits of any special senses that the familiar has. During
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this time, you are deaf and blind with regard to your own senses.
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As an action,
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you can temporarily dismiss your familiar. It disappears into a pocket
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dimension where it awaits your summons. Alternatively, you can dismiss it
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forever. As an action while it is temporarily dismissed, you can cause it to
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reappear in any unoccupied space within 30 feet of you.
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You can't have more
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than one familiar at a time. If you cast this spell while you already have a
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familiar, you instead cause it to adopt a new form. Choose one of the forms from
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the above list. Your familiar transforms into the chosen creature.
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Finally,
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when you cast a spell with a range of touch, your familiar can deliver the spell
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as if it had cast the spell. Your familiar must be within 100 feet of you, and
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it must use its reaction to deliver the spell when you cast it. If the spell
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requires an attack roll, you use your attack modifier for the roll.
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"""
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name = "Find Familiar"
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level = 1
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casting_time = "1 hour"
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casting_range = "10 feet"
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components = ('V', 'S', 'M')
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materials = ("10 gp worth of charcoal, incense, and herbs that must be"
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"consumed by fire in a brass brazier")
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duration = "Instantaneous"
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magic_school = "Conjuration"
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classes = ('Wizard',)
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class ProtectionFromEvilAndGood(Spell):
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"""Until the spell ends, one willing creature you touch is protected against
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certain types of creatures - aberrations, celestials, elementals, fey, fiends,
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and undead.
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The protection grants several benefits. Creatures of those types
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have disadvantage on attack rolls against the target. The target also can't be
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charmed, frightened, or possessed by them. If the target is already charmed,
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frightened, or possessed by such a creature, the target has advantage on any new
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saving throw against the relevant effect.
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"""
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name = "Protection From Evil And Good"
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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 = "Holy water or powdered silver and iron, which the spell consumes"
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duration = "Concentration, Up to 10 minutes"
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magic_school = "Abjuration"
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classes = ('Cleric', 'Paladin', 'Warlock', 'Wizard')
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class ZoneOfTruth(Spell):
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"""You create a magical zone that guards against deception in a 15-foot-radius
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sphere centered on a point of your choice within range. Until the spell ends, a
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creature that enters the spell's area for the first time on a turn or starts its
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turn there must make a Charisma saving throw. On a failed save, a creature
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can't speak a deliberate lie while in the radius. You know whether each creature
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succeeds or fails on its saving throw.
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An affected creature is aware of the
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spell and can thus avoid answering questions to which it would normally respond
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with a lie. Such creatures can be evasive in its answers as long as it remains
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within the boundaries of the truth.
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"""
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name = "Zone Of Truth"
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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')
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materials = ""
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duration = "10 minutes"
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magic_school = "Enchantment"
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classes = ('Bard', 'Cleric', 'Paladin')
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class EnsnaringStrike(Spell):
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"""The next time you hit a creature with a weapon attack before this spell
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ends, a writhing mass of thorny vines appears at the point of impact, and
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the target must succeed on a Strength saving throw or be restrained by the
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magical vines until the spell ends. A Large or larger creature has
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advantage on this saving throw. If the target succeeds on the save, the
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vines shrivel away.
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While restrained by this spell, the target takes 1d6 piercing damage at the
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start of each of its turns. A creature restrained by the vines or one that
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can touch the creature can use its action to make a Strength check against
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your spell save DC. On a success, the target is freed.
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At Higher Level:
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If you cast this spell using a spell slot of 2nd level or higher, the
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damage increases by 1d6 for each slot level above 1st.
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"""
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name = "Ensnaring Strike"
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level = 1
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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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duration = 'Concentration, up to 1 minute'
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magic_school = 'Conjuration'
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classes = ("Ranger",)
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class Moonbeam(Spell):
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"""A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high
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cylinder centered on a point within range. Until the spell ends, dim light fills
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the cylinder.
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When a creature enters the spell's area for the first time on a
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turn or starts its turn there, it is engulfed in ghostly flames that cause
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searing pain, and it must make a Constitution saving throw. It takes 2d10
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radiant damage on a failed save, or half as much damage on a successful one.
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A
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shapechanger makes its saving throw with disadvantage. If it fails, it also
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instantly reverts to its original form and can't assume a different form until
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it leaves the spell's light.
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On each of your turns after you cast this spell,
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you can use an action to move the beam 60 feet in any direction.
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At Higher
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Levels: When you cast this spell using a spell slot of 3rd level or higher, the
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damage increases by 1d10 for each slot level above 2nd.
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"""
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name = "Moonbeam"
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level = 2
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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 = "Several seeds of any moonseed plant and a piece of opalescent feldspar"
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duration = "Concentration, Up to 1 minute"
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magic_school = "Evocation"
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classes = ('Druid',)
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class PlantGrowth(Spell):
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"""This spell channels vitality into plants within a specific area. There are two
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possible uses for the spell, granting either immediate or long-term benefits.
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If you cast this spell using 1 action, choose a point within range. All normal
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plants in a 100-foot radius centered on that point become thick and overgrown. A
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creature moving through the area must spend 4 feet of movement for every 1 foot
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it moves.
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You can exclude one or more areas of any size within the spell's
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area from being affected.
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If you cast this spell over 8 hours, you enrich the
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land. All plants in a half-mile radius centered on a point within range become
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enriched for 1 year. The plants yield twice the normal amount of food when
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harvested.
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"""
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name = "Plant Growth"
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level = 3
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casting_time = "1 action or 8 hours"
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casting_range = "150 feet"
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components = ('V', 'S')
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materials = ""
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duration = "Instantaneous"
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magic_school = "Transmutation"
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classes = ('Bard', 'Druid', 'Ranger')
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class IceStorm(Spell):
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"""A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high
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cylinder centered on a point within range. Each creature in the cylinder must
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make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6
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cold damage on a failed save, or half as much damage on a successful one.
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Hailstones turn the storm's area of effect into difficult terrain until the end
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of your next turn.
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At Higher Levels: When you cast this spell using a spell
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slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each
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slot level above 4th.
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"""
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name = "Ice Storm"
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level = 4
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casting_time = "1 action"
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casting_range = "300 feet"
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components = ('V', 'S', 'M')
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materials = "A pinch of dust and a few drops of water"
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duration = "Instantaneous"
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magic_school = "Evocation"
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classes = ('Druid', 'Sorcerer', 'Wizard')
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class CommuneWithNature(Spell):
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"""You briefly become one with nature and gain knowledge of the surrounding
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territory. In the outdoors, the spell gives you knowledge of the land within 3
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miles of you. In caves and other natural underground settings, the radius is
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limited to 300 feet. The spell doesn't function where nature has been replaced
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by construction, such as in dungeons and towns.
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You instantly gain knowledge of
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up to three facts of your choice about any of the following subjects as they
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relate to the area - terrain and bodies of water; prevalent plants, minerals,
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animals, or peoples; powerful celestials, fey, fiends, elementals, or undead;
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influence from other planes of existence; buildings.
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For example, you could
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determine the location of powerful undead in the area, the location of major
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sources of safe drinking water, and the location of any nearby towns.
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"""
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name = "Commune With Nature"
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level = 5
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casting_time = "1 minute"
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casting_range = "Self"
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components = ('V', 'S')
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materials = ""
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duration = "Instantaneous"
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magic_school = "Divination"
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classes = ('Druid', 'Ranger')
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class TreeStride(Spell):
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"""You gain the ability to enter a tree and move from inside it to inside another
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tree of the same kind within 500 feet. Both trees must be living and at least
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the same size as you. You must use 5 feet of movement to enter a tree. You
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instantly know the location of all other trees of the same kind within 500 feet
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and, as part of the move used to enter the tree, can either pass into one of
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those trees or step out of the tree you're in. You appear in a spot of your
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choice within 5 feet of the destination tree, using another 5 feet of movement.
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If you have no movement left, you appear within 5 feet of the tree you entered.
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You can use this transportation ability once per round for the duration. You
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must end each turn outside a tree.
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"""
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name = "Tree Stride"
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level = 5
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casting_time = "1 action"
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casting_range = "Self"
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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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magic_school = "Conjuration"
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classes = ('Druid', 'Ranger')
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class HoldMonster(Spell):
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"""Choose a creature that you can see within range. The target must succeed on a
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Wisdom saving throw or be paralyzed for the duration. This spell has no effect
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on undead. At the end of each of its turns, the target can make another Wisdom
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saving throw. On a success, the spell ends on the target.
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At Higher Levels:
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When you cast this spell using a spell slot of 6th level or higher, you can
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target on additional creature for each slot level above 5th. The creatures must
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be within 30 feet of each other when you target them.
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"""
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name = "Hold Monster"
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level = 5
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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 small, straight piece of iron"
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duration = "Concentration, Up to 1 minute"
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magic_school = "Enchantment"
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classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
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class Scrying(Spell):
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"""You can see and hear a particular creature you choose that is on the same plane
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of existence as you. The target must make a Wisdom saving throw, which is
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modified by how well you know the target and the sort of physical connection you
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have to it. If a target knows you're casting this spell, it can fail the saving
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throw voluntarily if it wants to be observed.
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Knowledge - Save Modifier
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Secondhand (you have heard of the target) - +5
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Firsthand (you have met the
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target) +0
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Familiar (you know the target well) - -5
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Connection - Save Modifier
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Likeness or picture - -2
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Possession or garment - -4
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Body part, lock of hair,
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bit of nail, or the like - -10
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On a successful save, the target isn't affected, and you can't use this
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spell against it again for 24 hours.
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On a failed save, the spell creates an invisible sensor within 10 feet of
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the target. You can see and hear through the sensor as if you were
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there. The sensor moves with the target, remaining within 10 feet of it for
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the duration. A creature that can see invisible objects sees the sensor as
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a luminous orb about the size of your fist.
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Instead of targeting a creature, you can choose a location you
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have seen before as the target of this spell. When you do, the sensor appears at
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that location and doesn't move.
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"""
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name = "Scrying"
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level = 5
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casting_time = "10 minutes"
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casting_range = "Self"
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components = ('V', 'S', 'M')
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materials = ("A focus worth at least 1,000 gp, such as a crystal ball, "
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"a silver mirror, or a font filled with holy water")
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duration = "Concentration, Up to 10 minutes"
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magic_school = "Divination"
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classes = ('Bard', 'Cleric', 'Druid', 'Warlock', 'Wizard')
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class CompelledDuel(Spell):
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||
"""You attempt to compel a creature into a duel. One creature that you can
|
||
see within range must make a Wisdom saving throw. On a failed save, the
|
||
creature is drawn to you, compelled by your divine demand. For the
|
||
duration, it has disadvantage on attack rolls against creatures other than
|
||
you, and must make a Wisdom saving throw each time it attempts to move to a
|
||
space that is more than 30 feet away from you; if it succeeds on this
|
||
saving throw, this spell doesn’t restrict the target’s movement for that
|
||
turn.
|
||
|
||
The spell ends if you attack any other creature, if you cast a spell that
|
||
targets a hostile creature other than the target, if a creature friendly to
|
||
you damages the target or casts a harmful spell on it, or if you end your
|
||
turn more than 30 feet away from the target.
|
||
|
||
"""
|
||
name = "Compelled Duel"
|
||
level = 1
|
||
casting_time = "1 bonus action"
|
||
casting_range = "30 feet"
|
||
components = ("V",)
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Enchantment"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class CircleOfPower(Spell):
|
||
"""Divine energy radiates from you, distorting and diffusing magical energy
|
||
within 30 feet of you. Until the spell ends, the sphere moves with you,
|
||
centered on you. For the duration, each friendly creature in the area
|
||
(including you) has advantage on saving throws against spells and other
|
||
magical effects.
|
||
|
||
Additionally, when an affected creature succeeds on a saving throw made
|
||
against a spell or magical effect that allows it to make a saving throw to
|
||
take only half damage, it instead takes no damage if it succeeds on the
|
||
saving throws. """
|
||
name = "Circle of Power"
|
||
level = 5
|
||
casting_time = '1 action'
|
||
casting_range = 'Self (30 foot radius)'
|
||
components = ('V',)
|
||
duration = "Concentration, up to 10 minutes"
|
||
magic_school = "Abjuration"
|
||
classes = ('Paladin',)
|
||
|
||
|
||
class Geas(Spell):
|
||
"""You place a magical command on a creature that you can see within range, forcing
|
||
it to carry out some service or refrain from some action or course of activity
|
||
as you decide. If the creature can understand you, it must succeed on a Wisdom
|
||
saving throw or become charmed by you for the duration. While the creature is
|
||
charmed by you, it takes 5d10 psychic damage each time it acts in a manner
|
||
directly counter to your instructions, but no more than once each day. A
|
||
creature that can't understand you is unaffected by the spell.
|
||
|
||
You can issue
|
||
any command you choose, short of an activity that would result in certain death.
|
||
Should you issue a suicidal command, the spell ends.
|
||
|
||
You can end the spell
|
||
early by using an action to dismiss it. A remove curse, greater restoration, or
|
||
wish spell also ends it.
|
||
|
||
At Higher Levels: When you cast this spell using a
|
||
spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell
|
||
using a spell slot of 9th level, the spell lasts until it is ended by one of
|
||
the spells mentioned above.
|
||
"""
|
||
name = "Geas"
|
||
level = 5
|
||
casting_time = "1 minute"
|
||
casting_range = "60 feet"
|
||
components = ('V',)
|
||
materials = ""
|
||
duration = "30 days"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Cleric', 'Druid', 'Paladin', 'Wizard')
|
||
class BestowCurse(Spell):
|
||
"""You touch a creature, and that creature must succeed on a Wisdom saving throw or
|
||
become cursed for the duration of the spell. When you cast this spell, choose
|
||
the nature of the curse from the following options.
|
||
|
||
• Choose one ability score.
|
||
While cursed, the target has disadvantage on ability checks and saving throws
|
||
made with that ability score.
|
||
|
||
• While cursed, the target has disadvantage on
|
||
attack rolls against you.
|
||
|
||
• While cursed, the target must make a Wisdom saving
|
||
throw at the start of each of its turns. If it fails, it wastes its action that
|
||
turn doing nothing.
|
||
|
||
• While the target is cursed, your attacks and spells deal
|
||
an extra 1d8 necrotic damage to the target.
|
||
|
||
A remove curse spell ends this
|
||
effect. At the DM's option, you may choose an alternative curse effect, but it
|
||
should be no more powerful than those described above. The DM has final say on
|
||
such a curse's effect.
|
||
|
||
At Higher Levels: If you cast this spell using a spell
|
||
slot of 4th level or higher, the duration is concentration, up to 10 minutes. If
|
||
you use a spell slot of 5th level or higher, the duration is 8 hours. If you
|
||
use a spell slot of 7th level or higher, the duration is 24 hours. If you use a
|
||
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
|
||
of 5th level or higher grants a duration that doesn't require concentration.
|
||
"""
|
||
name = "Bestow Curse"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Necromancy"
|
||
classes = ('Bard', 'Cleric', 'Wizard')
|
||
|
||
|
||
class Fear(Spell):
|
||
"""You project a phantasmal image of a creature's worst fears. Each creature in a
|
||
30-foot cone must succeed on a Wisdom saving throw or drop whatever it is
|
||
holding and become frightened for the duration.
|
||
|
||
While frightened by this spell,
|
||
a creature must take the Dash action and move away from you by the safest
|
||
available route on each of its turns, unless there is nowhere to move. If the
|
||
creature ends its turn in a location where it doesn't have line of sight to you,
|
||
the creature can make a Wisdom saving throw. On a successful save, the spell
|
||
ends for that creature.
|
||
"""
|
||
name = "Fear"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ('V', 'S', 'M')
|
||
materials = "A white feather or the heart of a hen"
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class DominateBeast(Spell):
|
||
"""You attempt to beguile a beast that you can see within range. It must succeed on
|
||
a Wisdom saving throw or be charmed by you for the duration. If you or
|
||
creatures that are friendly to you are fighting it, it has advantage on the
|
||
saving throw.
|
||
|
||
While the beast is charmed, you have a telepathic link with it as
|
||
long as the two of you are on the same plane of existence. You can use this
|
||
telepathic link to issue commands to the creature while you are conscious (no
|
||
action required), which it does its best to obey. You can specify a simple and
|
||
general course of action, such as Attack that creature, Run over there, or Fetch
|
||
that object. If the creature completes the order and doesn't receive further
|
||
direction from you, it defends and preserves itself to the best of its ability.
|
||
|
||
|
||
You can use your action to take total and precise control of the target. Until
|
||
the end of your next turn, the creature takes only the actions you choose, and
|
||
doesn't do anything that you don't allow it to do. During this time, you can
|
||
also cause the creature to use a reaction, but this requires you to use your own
|
||
reaction as well.
|
||
|
||
Each time the target takes damage, it makes a new Wisdom
|
||
saving throw against the spell. If the saving throw succeeds, the spell ends.
|
||
|
||
|
||
At Higher Levels: When you cast this spell with a 5th-level spell slot, the
|
||
duration is concentration, up to 10 minutes. When you use a 6th-level spell
|
||
slot, the duration is concentration, up to 1 hour. When you use a spell slot of
|
||
7th level or higher, the duration is concentration, up to 8 hours.
|
||
"""
|
||
name = "Dominate Beast"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ('Druid', 'Sorcerer')
|
||
|
||
|
||
class Cloudkill(Spell):
|
||
"""You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a
|
||
point you choose within range. The fog spreads around corners. It lasts for the
|
||
duration or until strong wind disperses the fog, ending the spell. Its area is
|
||
heavily obscured.
|
||
|
||
When a creature enters the spell's area for the first time on
|
||
a turn or starts its turn there, that creature must make a Constitution saving
|
||
throw. The creature takes 5d8 poison damage on a failed save, or half as much
|
||
damage on a successful one. Creatures are affected even if they hold their
|
||
breath or don't need to breathe.
|
||
|
||
The fog moves 10 feet away from you at the
|
||
start of each of your turns, rolling along the surface of the ground. The
|
||
vapors, being heavier than air, sink to the lowest level of the land, even
|
||
pouring down openings.
|
||
|
||
At Higher Levels: When you cast this spell using a spell
|
||
slot of 6th level or higher, the damage increases by 1d8 for each slot level
|
||
above 5th.
|
||
"""
|
||
name = "Cloudkill"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 10 minutes"
|
||
magic_school = "Conjuration"
|
||
classes = ('Sorcerer', 'Wizard')
|
||
|
||
|
||
class CalmEmotions(Spell):
|
||
"""You attempt to suppress strong emotions in a group of people. Each humanoid in a
|
||
20-foot-radius sphere centered on a point you choose within range must make a
|
||
Charisma saving throw a creature can choose to fail this saving throw if it
|
||
wishes. If a creature fails its saving throw, choose one of the following two
|
||
effects.
|
||
|
||
You can suppress any effect causing a target to be charmed or
|
||
frightened. When this spell ends, any suppressed effect resumes, provided that
|
||
its duration has not expired in the meantime.
|
||
|
||
Alternatively, you can make a
|
||
target indifferent about creatures of your choice that it is hostile toward.
|
||
This indifference ends if the target is attacked or harmed by a spell or if it
|
||
witnesses any of its friends being harmed. When the spell ends, the creature
|
||
becomes hostile again, unless the DM rules otherwise.
|
||
"""
|
||
name = "Calm Emotions"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ('V', 'S')
|
||
materials = ""
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Enchantment"
|
||
classes = ('Bard', 'Cleric')
|
||
|
||
|
||
class HypnoticPattern(Spell):
|
||
"""You create a twisting pattern of colors that weaves through the air inside a
|
||
30-foot cube within range. The pattern appears for a moment and vanishes. Each
|
||
creature in the area who sees the pattern must make a Wisdom saving throw. On a
|
||
failed save, the creature becomes charmed for the duration. While charmed by
|
||
this spell, the creature is incapacitated and has a speed of 0.
|
||
|
||
The spell ends
|
||
for an affected creature if it takes any damage or if someone else uses an
|
||
action to shake the creature out of its stupor.
|
||
"""
|
||
name = "Hypnotic Pattern"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('S', 'M')
|
||
materials = "A glowing stick of incense or a crystal vial filled with phosphorescent material"
|
||
duration = "Concentration, Up to 1 minute"
|
||
magic_school = "Illusion"
|
||
classes = ('Bard', 'Sorcerer', 'Warlock', 'Wizard')
|
||
|
||
|
||
class OtilukesResilientSphere(Spell):
|
||
"""A sphere of shimmering force encloses a creature or object of Large size or
|
||
smaller within range. An unwilling creature must make a Dexterity saving
|
||
throw. On a failed save, the creature is enclosed for the duration.
|
||
|
||
Nothing---not physical objects, energy, or other spell effects---can pass
|
||
through the barrier, in or out, though a creature in the sphere can breathe
|
||
there. The sphere is immune to all damage, and a creature or object inside
|
||
can’t be damaged by attacks or effects originating from outside, nor can a
|
||
creature inside the sphere damage anything outside it.
|
||
|
||
The sphere is weightless and just large enough to contain the creature or
|
||
object inside. An enclosed creature can use its action to push against the
|
||
sphere’s walls and thus roll the sphere at up to half the creature’s
|
||
speed. Similarly, the globe can be picked up and moved by other creatures.
|
||
|
||
A disintegrate spell targeting the globe destroys it without harming
|
||
anything inside it. """
|
||
name = "Otiluke's Resilient Sphere"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = ("a hemispherical piece of clear crystal and a matching "
|
||
"hemispherical piece of gum arabic")
|
||
duration = "Concentration, up to 1 minute"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard',)
|
||
|
||
|
||
class WallOfForce(Spell):
|
||
"""An invisible wall of force springs into existence at a point you choose within
|
||
range. The wall appears in any orientation you choose, as a horizontal or
|
||
vertical barrier or at an angle. It can be free floating or resting on a solid
|
||
surface. You can form it into a hemispherical dome or a sphere with a radius of
|
||
up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot
|
||
panels. Each panel must be contiguous with another panel. In any form, the wall
|
||
is 1/4 inch thick. It lasts for the duration. If the wall cuts through a
|
||
creature's space when it appears, the creature is pushed to one side of the wall
|
||
(your choice which side).
|
||
|
||
Nothing can physically pass through the wall. It is
|
||
immune to all damage and can't be dispelled by dispel magic. A disintegrate
|
||
spell destroys the wall instantly, however. The wall also extends into the
|
||
Ethereal Plane, blocking ethereal travel through the wall.
|
||
"""
|
||
name = "Wall Of Force"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ('V', 'S', 'M')
|
||
materials = "A pinch of powder made by crushing a clear gemstone"
|
||
duration = "Concentration, Up to 10 minutes"
|
||
magic_school = "Evocation"
|
||
classes = ('Wizard',)
|
||
|
||
|