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891 lines
36 KiB
Python
891 lines
36 KiB
Python
from dungeonsheets.spells.spells import Spell
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class AbiDalzimsHorridWilting(Spell):
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"""You draw the moisture from every creature in a 30-foot cube
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centered on a point you choose within range. Each creature in that
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area must make a Constitution saving throw. Constructs and undead
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aren't affected, and plants and water elementals make this saving
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throw with disadvantage. A creature takes 12d8 necrotic damage on
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a failed save, or half as much damage on a successful one.
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Nonmagical plants in the area that aren't creatures, such as trees
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and shrubs, wither and die instantly.
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"""
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name = "Abi-Dalzims Horrid Wilting"
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level = 8
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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 bit of sponge"
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duration = "Instantaneous"
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ritual = False
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magic_school = "Necromancy"
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classes = ("Sorcerer", "Wizard")
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class AbsorbElements(Spell):
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"""The spell captures some of the incoming energy, lessening its
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effect on you and storing it for your next melee attack. You have
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resistance to the triggering damage type until the start of your
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next turn. Also, the first time you hit with a melee attack on
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your next turn, the target takes an extra 1d6 damage of the
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triggering type, and the spell ends.
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**At Higher Levels:** When you cast this spell using a spell slot
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of 2nd level or higher, the extra damage increases by 1d6 for each
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slot level above 1st.
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"""
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name = "Absorb Elements"
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level = 1
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casting_time = (
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"1 Reaction, which you take when you take "
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"acid, cold, fire, lightning, or thunder damage"
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)
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casting_range = "Self"
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components = ("S",)
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materials = ""
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duration = "1 round"
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ritual = False
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magic_school = "Abjuration"
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classes = ("Druid", "Ranger", "Wizard", "Sorcerer")
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class AcidArrow(Spell):
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"""A shimmering green arrow streaks toward a target within range and
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bursts in a spray of acid. Make a ranged spell attack against the
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target. On a hit, the target takes 4d4 acid damage immediately and
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2d4 acid damage at the end of its next turn. On a miss, the arrow
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splashes the target with acid for half as much of the initial
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damage and no damage at the end of its next turn.
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At Higher Levels. When you cast this spell using a spell slot of
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3rd level or higher, the damage (both initial and later) increases
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by 1d4 for each slot level above 2nd.
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"""
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level = 2
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name = "Acid Arrow"
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casting_time = "1 action"
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casting_range = "90 ft"
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components = ("V", "S", "M")
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duration = "instantaneous"
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magic_school = "Evocation"
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classes = ("Wizard",)
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class AcidSplash(Spell):
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"""You hurl a bubble of acid. Choose one creature within range, or
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choose two creatures within range that are within 5 feet of each
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other. A target must succeed on a Dexterity saving throw or take
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1d6 acid damage.
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**At Higher Levels:** This spell's damage increases by 1d6 when
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you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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"""
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name = "Acid Splash"
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level = 0
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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 = "Instantaneous"
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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 AganazzarsScorcher(Spell):
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"""A line of roaring flame 30 feet long and 5 feet wide emanates from
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you in a direction you choose. Each creature in the line must
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make a Dexterity saving throw. A creature takes 3d8 fire damage on
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a failed 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 3rd level or higher, the damage increases by 1d8 for each slot
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level above 2nd.
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"""
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name = "Aganazzars Scorcher"
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level = 2
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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 red dragon's scale"
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ("Sorcerer", "Wizard")
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class Aid(Spell):
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"""Your spell bolsters your allies with toughness and resolve.
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Choose up to three
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creatures within range. Each target's hit point maximum and current hit points
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increase by 5 for the duration.
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**At Higher Levels:** When you cast this spell
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using a spell slot of 3rd level or higher, a target's hit points increase by an
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additional 5 for each slot level above 2nd.
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"""
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name = "Aid"
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level = 2
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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 tiny strip of white cloth"
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duration = "8 hours"
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ritual = False
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magic_school = "Abjuration"
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classes = ("Cleric", "Paladin")
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class Alarm(Spell):
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"""You set an alarm against unwanted intrusion.
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Choose a door, a window, or an
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area within range that is no larger than a 20-foot cube. Until the spell ends,
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an alarm alerts you whenever a tiny or larger creature touches or enters the
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warded area. When you cast the spell, you can designate creatures that won't set
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off the alarm. You also choose whether the alarm is mental or audible.
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A mental alarm alerts you with a ping in your mind if you are
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within 1 mile of the warded area. This ping awakens you if you are
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sleeping. An audible alarm produces the sound of a hand bell for
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10 seconds within 60 feet.
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"""
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name = "Alarm"
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level = 1
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casting_time = "1 minute"
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casting_range = "30 feet"
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components = ("V", "S", "M")
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materials = "A tiny bell and a piece of fine silver wire"
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duration = "8 hours"
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ritual = True
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magic_school = "Abjuration"
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classes = ("Ranger", "Wizard")
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class AlterSelf(Spell):
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"""You assume a different form.
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When you cast the spell, choose one of the
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following options, the effects of which last for the duration of the spell.
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While the spell lasts, you can end one option as an action to gain the benefits
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of a different one.
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Aquatic Adaptation. You adapt your body to an aquatic
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environment, sprouting gills, and growing webbing between your fingers. You can
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breathe underwater and gain a swimming speed equal to your walking speed.
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Change
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Appearance. You transform your appearance. You decide what you look like,
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including your height, weight, facial features, sound of your voice, hair
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length, coloration, and distinguishing characteristics, if any. You can make
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yourself appear as a member of another race, though none of your statistics
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change. You also don't appear as a creature of a different size than you, and
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your basic shape stays the same; if you're bipedal, you can't use this spell to
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become quadrupedal, for instance. At any time for the duration of the spell, you
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can use your action to change your appearance in this way again.
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Natural
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Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of
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your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing
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damage, as appropriate to the natural weapon you chose, and you are proficient
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with your unarmed strikes. Finally, the natural weapon is magic and you have a
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+1 bonus to the attack and damage rolls you make using it.
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"""
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name = "Alter Self"
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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", "S")
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materials = ""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ("Sorcerer", "Wizard")
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class AnimalFriendship(Spell):
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"""This spell lets you convince a beast that you mean it no harm.
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Choose a beast
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that you can see within range. It must see and hear you. If the beast's
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Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed
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on a Wisdom saving throw or be charmed by you for the spell's duration. If you
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or one of your companions harms the target, the spell ends.
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At Higher Levels:
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When you cast this spell using a spell slot of 2nd level or higher, you can
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affect one additional beast for each slot level above 1st.
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"""
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name = "Animal Friendship"
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level = 1
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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 morsel of food"
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duration = "24 hours"
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ritual = False
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magic_school = "Enchantment"
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classes = ("Bard", "Druid", "Ranger")
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class AnimalMessenger(Spell):
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"""By means of this spell, you use an animal to deliver a message.
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Choose a Tiny
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beast you can see within range, such as a squirrel, a blue ray, or a bat. You
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specify a location, which you must have visited, and a recipient who matches a
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general description, such as a man or woman dressed in the uniform of the town
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guard or a red-haired dwarf wearing a pointed hat. You also speak a message of
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up to twenty-five words. The target beast travels for the duration of the spell
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towards the specified location, covering about 50 miles per 24 hours for a
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flying messenger or 25 miles for other animals.
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When the messenger arrives, it
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delivers your message to the creature that you described, replicating the sound
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of your voice. The messenger speaks only to a creature matching the description
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you gave. If the messenger doesn't reach its destination before the spell ends,
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the message is lost, and the beast makes it way back to where you cast this
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spell.
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**At Higher Levels:** If you cast this spell using a spell slot of 3rd level
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or higher, the duration of the spell increases by 48 hours for each slot level
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above 2nd.
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"""
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name = "Animal Messenger"
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level = 2
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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 morsel of food"
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duration = "24 hours"
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ritual = True
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magic_school = "Enchantment"
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classes = ("Bard", "Druid", "Ranger")
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class AnimalShapes(Spell):
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"""Your magic turns others into beasts.
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Choose any number of willing creatures
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that you can see within range. You transform each target into the form of a
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large or smaller beast with a challenge rating of 4 or lower. On subsequent
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turns, you can use your actions to transform affected creatures into new forms.
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The transformation lasts for the duration for each target, or until the target
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drops to 0 hit points or dies. You can choose a different form for each target.
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A target's game statistics are replaced by the statistics of the chosen beast,
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though the target retains its alignment and Intelligence, Wisdom, and Charisma
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scores. The target assumes the hit points of its new form, and when it reverts
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to its normal form, it returns to the number of hit point it had before it
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transformed. If it reverts as a result of dropping to 0 hit points, any excess
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damage carries over to its normal form. As long as the excess damage doesn't
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reduce the creature's normal form to 0 hit points, it isn't knocked unconcious.
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The creature is limited in the actions it can perform by the nature of its new
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form, and it can't speak or cast spells.
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The target's gear melds into the new
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form. The target can't activate, wield, or otherwise benefit from any of its
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equipment.
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"""
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name = "Animal Shapes"
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level = 8
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ("V", "S")
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materials = ""
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duration = "Concentration, up to 24 hours"
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ritual = False
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magic_school = "Transmutation"
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classes = ("Druid",)
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class AnimateDead(Spell):
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"""This spell creates an undead servant.
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Choose a pile of bones or a corpse of a
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Medium or Small humanoid within range. Your spell imbues the target with a foul
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mimicry of life, raising it as an undead creature. The target becomes a skeleton
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if you chose bones or a zombie if you chose a corpse (the DM has the creature's
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game statistics).
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On each of your turns, you can use a bonus action to
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mentally command any creature you made with this spell if the creature is within
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60 feet of you (if you control multiple creatures, you can command any or all
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of them at the same time, issuing the same command to each one). You decide what
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action the creature will take and where it will move during its next turn, or
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you can issue a general command, such as to guard a particular chamber or
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corridor. If you issue no commands, the creature only defends itself against
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hostile creatures. Once given an order, the creature continues to follow it
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until its task is complete.
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The creature is under your control for 24 hours,
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after which it stops obeying any command you've given it. To maintain the
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control of the creature for another 24 hours, you must cast this spell on the
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creature again before the current 24-hour period ends. This use of the spell
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reasserts your control over up to four creatures you have animated with this
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spell, rather than animating a new one.
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**At Higher Levels:** When you cast this
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spell using a spell slot of 4th level or higher, you animate or reassert control
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over two additional undead creatures for each slot level above 3rd. Each of the
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creatures must come from a different corpse or pile of bones.
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"""
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name = "Animate Dead"
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level = 3
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casting_time = "1 minute"
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casting_range = "10 feet"
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components = ("V", "S", "M")
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materials = "A drop of blood, a piece of flesh, and a pinch of bone dust"
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duration = "Instantaneous"
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ritual = False
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magic_school = "Necromancy"
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classes = ("Cleric", "Wizard")
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class AnimateObjects(Spell):
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"""Objects come to life at your command. Choose up to ten nonmagical
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objects within range that are not being worn or carried. Medium
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targets count as two objects, Large targets count as four objects,
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Huge targets count as eight objects. You can't animate any object
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larger than Huge. Each target animates and becomes a creature
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under your control until the spell ends or until reduced to 0 hit
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points.
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As a bonus action, you can mentally command any creature you made
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with this spell if the creature is within 500 feet of you (if you
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control multiple creatures, you can command any or all of them at
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the same time, issuing the same command to each one). You decide
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what action the creature will take and where it will move during
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its next turn, or you can issue a general command, such as to
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guard a particular chamber or corridor. If you issue no commands,
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the creature only defends itself against hostile creatures. Once
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given an order, the creature continues to follow it until its task
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is complete.
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**Animated Object Statistics:**
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- Tiny -- HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str:
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4, Dex: 18
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- Small -- HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str:
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6, Dex: 14
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- Medium – HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str:
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10, Dex: 12
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- Large – HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str:
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14, Dex: 10
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- Huge – HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str:
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18, Dex: 6
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An animated object is a construct with AC, hit points, attacks,
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Strength, and Dexterity determine by its size. Its Constitution is
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10 and its Intelligence and Wisdom are 3, and its Charisma is
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1. Its speed is 30 feet; if the objects lack legs or other
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appendages it can use for locomotion, it instead has a flying
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speed of 30 feet and can hover. If the object is securely attached
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to a surface or larger object, such as a chain bolted to a wall,
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its speed is 0. It has blindsight with a radius of 30 feet and is
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blind beyond that distance. When the animated object drops to 0
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hit points, it reverts to its original object form, and any
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remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee
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attack against a creature within 5 feet of it. It makes a slam
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attack with an attack bonus and bludgeoning damage determine by
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its size. The DM might rule that a specific object inflicts
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slashing or piercing damage based on its form.
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**At Higher:** If you cast this spell using a spell slot of 6th
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level or higher, you can animate two additional objects for each
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slot level above 5th.
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"""
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name = "Animate Objects"
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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")
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materials = ""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Transmutation"
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classes = ("Bard", "Sorcerer", "Wizard")
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class AntilifeShell(Spell):
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"""A shimmering barrier extends out from you in a 10-foot radius and moves with
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you, remaining centered on you and hedging out creatures other than undead and
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constructs.
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The barrier lasts for the duration. The barrier prevents an
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affected creature from passing or reaching through. An affected creature can
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cast spells or make attacks with ranged or reach weapons through the barrier.
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If you move so that an affect creature is forced to pass through the barrier,
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the spell ends.
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"""
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name = "Antilife Shell"
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level = 5
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casting_time = "1 action"
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casting_range = "Self (10-foot radius)"
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components = ("V", "S")
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materials = ""
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Abjuration"
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classes = ("Druid",)
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class AntimagicField(Spell):
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"""A 10-foot-radius invisible sphere of antimagic surrounds you. This
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area is divorced from the magical energy that suffeses the
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multiverse. Within the sphere, spells can't be cast, summoned
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creatures disappear, and even magic items become mundane. Until
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the spell ends, the spere moves with you, centered on you.
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Spells and other magical effects, except those created by an
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artifact or a deity, are suppressed in the sphere and can't
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protrude into it. A slot expended to cast a suppressed spell is
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consumed. While an effect is suppressed, it doesn't function, but
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the time it spends suppressed counts against its duration.
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Targeted Effects.
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Spells and other magical effects, such as magic missle and charm
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person, that target a creature or an object in the sphere have
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no effect on that target.
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Areas of Magic.
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The area of another spell or magical effect, such as fireball,
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can't extend into the sphere. If the sphere overlaps an area of
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magic, the part of the area that is covered by the sphere is
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suppressed. For example, the flames created by a wall of fire
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are suppressed within the sphere, creating a gap in the wall if
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the overlap is large enough.
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Spells.
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Any active spell or other magical effect on a creature or an
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object in the sphere is suppressed while the creature or object
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is in it.
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Magic Items.
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The properties and powers of magic items are suppressed in the
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sphere. Forexample, a +1 longsword in the sphere functions as a
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nonmagical longsword. A magic weapon's properties and powers are
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suppressed if it is used against a target in the sphere or
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wielded by an attacker in the sphere. If a magic weapon or piece
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of magic ammunition fully leaves the sphere (For example, if you
|
||
fire a magic arrow or throw a magic spear at a target outside
|
||
the sphere), the magic of the item ceases to be supressed as
|
||
soon as it exits.
|
||
Magical Travel.
|
||
Teleportation and planar travel fail to work in the sphere,
|
||
whether the sphere is the destination or the departure point for
|
||
such magical travel. A portal to another location, world, or
|
||
plane of existence, as well as an opening to an extradimensional
|
||
space such as that created by the rope trick spells, temporarily
|
||
closes while in the sphere.
|
||
Creatures and Objects.
|
||
A creature or object summoned or created by magic temporarily
|
||
winks out of existence in the sphere. Such a creature instantly
|
||
reappears once the space the creature occupied is no longer
|
||
withinthe sphere.
|
||
Dispel Magic.
|
||
Spells and magical effects such as dispel magic have no effect
|
||
on the sphere. Likewise, the spheres created by different
|
||
antimagic field spells don't nullify each other.
|
||
|
||
"""
|
||
|
||
name = "Antimagic Field"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
casting_range = "Self (10-foot-radius sphere)"
|
||
components = ("V", "SM")
|
||
materials = "A pinch of powdered iron or iron filings"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Cleric", "Wizard")
|
||
|
||
|
||
class Antipathysympathy(Spell):
|
||
"""This spell attracts or repels creatures of your choice.
|
||
You target something
|
||
within range, either a Huge or smaller object or creature or an area that is no
|
||
larger than a 200-foot cube. Then specify a kind of intelligent creature, such
|
||
as red dragons, goblins, or vampires. You invest the target with an aura that
|
||
either attracts or repels the specified creatures for the duration. Choose
|
||
antipathy or sympathy as the aura's effect.
|
||
|
||
Antipathy.
|
||
The enchantment causes
|
||
creatures of the kind you designated to feel an intense urge to leave the area
|
||
and avoid the target. When such a creature can see the target or comes within 60
|
||
feet of it, the creature must succeed on a Wisdom saving throw or
|
||
become frightened. The creature remains frightened while it can see the target
|
||
or is within 60 feet of it. While frightened by the target, the creature must
|
||
use its movement to move to the nearest safe spot from which it can't see the
|
||
target. If the creature moves more than 60 feet from the target and can't see
|
||
it, the creature is no longer frightened, but the creature becomes frightened
|
||
again if it regains sight of the target or moves within 60 feet of it.
|
||
|
||
|
||
Sympathy.
|
||
The enchantment causes the specified creatures to feel an intense
|
||
urge to approach the target while within 60 feet of it or able to see it. When
|
||
such a creature can see the target or comes within 60 feet o fit, the creature
|
||
must succeed on a Wisdom saving throw or use its movement on each of its turns
|
||
to enter the area or move within reach of the target. When the creature has done
|
||
so, it can't willingly move away from the target. If the target damages or
|
||
otherwise harms an affected creature, the affected creature can make a
|
||
Wisdom saving throw to end the effect, as described below.
|
||
|
||
Ending the Effect.
|
||
|
||
If an affected creature ends its turn while not within 60 feet of the target
|
||
or able to see it, the creature makes a Wisdom saving throw. On a successful
|
||
save, the creature is no longer affected by the target and recognizes the
|
||
feeling of repugnance or attraction as magical. In addition, a creature affected
|
||
by the spell is allowed another Wisdom saving throw every 24 hours while the
|
||
spell persists.
|
||
A creature that successfully saves against this effect is
|
||
immune to it for 1 minute, after which time it can be affected again.
|
||
"""
|
||
|
||
name = "Antipathysympathy"
|
||
level = 8
|
||
casting_time = "1 hour"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"Either a lump of alum soaked in vinegar for the antipathy effect or a drop of"
|
||
" honey for the sympathy effect"
|
||
)
|
||
duration = "10 days"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ("Druid", "Wizard")
|
||
|
||
|
||
class ArcaneEye(Spell):
|
||
"""You create an invisible, magical eye within e that hovers in the air for the
|
||
duration.
|
||
You mentally receive visual information from the eye, which has
|
||
normal vision and darkvision out to 30 feet. The eye can look in every
|
||
direction.
|
||
As an action, you can move the eye up to 30 feet in any direction.
|
||
There is no limit to how far away from you the eye can move, but it can't enter
|
||
another plane of existence. A solid barrier blocks the eye's movement, but the
|
||
eye can pass through an opening as small as 1 inch in diameter.
|
||
"""
|
||
|
||
name = "Arcane Eye"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A bit of bat fur"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Divination"
|
||
classes = ("Wizard",)
|
||
|
||
|
||
class ArcaneGate(Spell):
|
||
"""You create linked teleportation portals that remain open for
|
||
the duration.
|
||
|
||
Choose two points on the ground that you can see, one point within 10 feet
|
||
of you and one point within 500 feet of you. A circular portal, 10 feet in
|
||
diameter, opens over each point. If the portal would open in the space
|
||
occupied by a creature, the spell fails, and the casting is lost.
|
||
|
||
The portals are two-dimensional glowing rings filled with mist, hovering
|
||
inches from the ground and perpendicular to it at the points you choose.
|
||
A ring is visible only from one side (your choice), which is the side that
|
||
functions as a portal.
|
||
|
||
Any creature or object entering the portal exits from the other portal as if
|
||
the two were adjacent to each other; passing through a portal from
|
||
the nonportal side has no effect. The mist that fills each portal is opaque
|
||
and blocks vision through it. On your turn, you can rotate the rings as
|
||
a bonus action so that the active side faces in a different direction.
|
||
"""
|
||
|
||
name = "Arcane Gate"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "500 feet"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class ArcaneLock(Spell):
|
||
"""You touch a closed door, window, gate, chest, or other entryway, and
|
||
it becomes locked for the duration. You and the creatures you
|
||
designate when you cast this spell can open the object normally. You
|
||
can also set a password that, when spoken within 5 feet of the object,
|
||
suppresses this spell for 1 minute. Otherwise, it is impassable until
|
||
it is broken or the spell is dispelled or suppressed. Casting knock
|
||
on the object suppresses arcane lock for 10 minutes.
|
||
|
||
While affected
|
||
by this spell, the object is more difficult to break or force open;
|
||
the DC to break it or pick any locks on it increases by 10.
|
||
"""
|
||
|
||
name = "Arcane Lock"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "Gold dust worth at least 25 gp, which the spell consumes"
|
||
duration = "Until dispelled"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Wizard",)
|
||
|
||
|
||
class ArmorOfAgathys(Spell):
|
||
"""A protective magical force surrounds you, manifesting as a spectral
|
||
frost that covers you and your gear. You gain 5 temporary hit
|
||
points for the duration. If a creature hits you with a melee
|
||
attack while you have these hit points, the creature takes 5 cold
|
||
damage.
|
||
|
||
**At Higher Levels:** When you cast this spell using a spell slot
|
||
of 2nd level or higher, both the temporary hit points and the cold
|
||
damage increase by 5 for each slot
|
||
|
||
"""
|
||
|
||
name = "Armor Of Agathys"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S", "M")
|
||
materials = "A cup of water"
|
||
duration = "1 hour"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Warlock",)
|
||
|
||
|
||
class ArmsOfHadar(Spell):
|
||
"""You invoke the power of Hadar, the Dark Hunger.
|
||
Tendrils of dark energy erupt
|
||
from you and batter all creatures within 10 feet of you. Each creature in that
|
||
area must make a Strength saving throw. On a failed save, a target takes 2d6
|
||
necrotic damage and can't take reactions until its next turn. On a successful
|
||
save, the creature takes half damage, but suffers no other effect.
|
||
|
||
At Higher
|
||
Levels: When you cast this spell using a spell slot of 2nd level or higher, the
|
||
damage increases by 1d6 for each slot level above 1st.
|
||
"""
|
||
|
||
name = "Arms Of Hadar"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self (10-foot radius)"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Warlock",)
|
||
|
||
|
||
class AstralProjection(Spell):
|
||
"""You and up to eight willing creatures within range project your astral bodies
|
||
into the Astral Plane (the spell fails and the casting is wasted if you are
|
||
already on that plane).
|
||
The material body you leave behind is unconscious and
|
||
in a state of suspended animation; it doesn't need food or air and doesn't age.
|
||
|
||
|
||
Your astral body resembles your mortal form in almost every way, replicating
|
||
your game statistics and possessions. The principal difference is the addition
|
||
of a silvery cord that extends from between your shoulder blades and trails
|
||
behind you, fading to invisibility after 1 foot. This cord is your tether to
|
||
your material body. As long as the tether remains intact, you can find your
|
||
way home. If the cord is cut something that can happen only when an effect
|
||
specifically states that it does your soul and body are separated, killing you
|
||
instantly.
|
||
|
||
Your astral form can freely travel through the Astral Plane and can
|
||
pass through portals there leading to any other plane. If you enter a new plane
|
||
or return to the plane you were on when casting this spell, your body
|
||
and possessions are transported along the silver cord, allowing you to re-enter
|
||
your body as you enter the new plane. Your astral form is a separate
|
||
incarnation. Any damage or other effects that apply to it have no effect on
|
||
your physical body, nor do they persist when you return to it. The spell ends
|
||
for you and your companions when you use your action to dismiss it. When the
|
||
spell ends, the affected creature returns to its physical body, and it awakens.
|
||
|
||
|
||
The spell might also end early for you or one of your companions. A successful
|
||
dispel magic spell used against an astral or physical body ends the spell for
|
||
that creature. If a creature's original body or its astral form drops to 0 hit
|
||
points, the spell ends for that creature. If the spell ends and the silver cord
|
||
is intact, the cord pulls the creature's astral form back to its body, ending
|
||
its state of suspended animation. If you are returned to your body prematurely,
|
||
your companions remain in their astral forms and must find their own way back to
|
||
their bodies, usually by dropping to 0 hit points.
|
||
"""
|
||
|
||
name = "Astral Projection"
|
||
level = 9
|
||
casting_time = "1 hour"
|
||
casting_range = "10 feet"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"For each creature you affect with this spell, you must provide one jacinth"
|
||
" worth at least 1,000 gp and one ornately carved bar of silver worth at least"
|
||
" 100 gp, all of which the spell consumes"
|
||
)
|
||
duration = "Special"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ("Cleric", "Warlock", "Wizard")
|
||
|
||
|
||
class Augury(Spell):
|
||
"""By casting gem-inlaid sticks, rolling dragon bones, laying out
|
||
ornate cards, or employing some other divining tool, you receive
|
||
an omen from an otherworldly entity about the results of a
|
||
specific course of action that you plan to take within the next 30
|
||
minutes. The DM chooses from the following possible omens:
|
||
|
||
- Weal, for good results
|
||
- Woe, for bad results
|
||
- Weal and woe, for both good and bad results
|
||
- Nothing, for results that aren't especially good or bad
|
||
|
||
The spell doesn't take into account any possible circumstances
|
||
that might change the outcome, such as the casting of additional
|
||
spells or the loss or gain of a companion. If you cast the spell
|
||
two or more times before completing your next long rest, there is
|
||
a cumulative 25 percent chance for each casting after the first
|
||
that you get a random reading. The DM makes this roll in secret.
|
||
|
||
"""
|
||
|
||
name = "Augury"
|
||
level = 2
|
||
casting_time = "1 minute"
|
||
casting_range = "Self"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"""Specially marked sticks, bones, or similar tokens worth at least 25 gp"""
|
||
)
|
||
duration = "Instantaneous"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ("Cleric",)
|
||
|
||
|
||
class AuraOfLife(Spell):
|
||
"""Life-preserving energy radiates from you in an aura with a 30-foot radius.
|
||
|
||
Until the spll ends, the aura moves with you, centered on you. Each nonhostile
|
||
creature in the aura (including you) has resistance to necrotic damage, and its
|
||
hit point maximum can't be reduced. In addition, a nonhostile, living creature
|
||
regains 1 hit point when it starts its turn in the arua with 0 hit points.
|
||
"""
|
||
|
||
name = "Aura Of Life"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ("V",)
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Paladin",)
|
||
|
||
|
||
class AuraOfPurity(Spell):
|
||
"""Purifying energy radiates from you in an aura with a 30-foot radius.
|
||
Until the
|
||
spell ends, the aura moves with you, centered on you. Each nonhostile creature
|
||
in the aura (including you) can't become diseased, has resistance to poison
|
||
damage, and has advantage on saving throws against effects that cause any of the
|
||
following conditions: blnded, charmed, deafended, frightened, paralyzed,
|
||
poisoned, and stunned.
|
||
"""
|
||
|
||
name = "Aura Of Purity"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ("V",)
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Paladin",)
|
||
|
||
|
||
class AuraOfVitality(Spell):
|
||
"""Healing energy radiates from you in an aura with a 30-foot radius.
|
||
Until the
|
||
spell ends, the aura moves with you, centered on you. You can use a bonus action
|
||
to cause one creature in the aura (including you) to regain 2d6 hit points.
|
||
"""
|
||
|
||
name = "Aura Of Vitality"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ("V",)
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Paladin",)
|
||
|
||
|
||
class Awaken(Spell):
|
||
"""After spending the casting time tracing magical pathways within a precious
|
||
gemstone, you touch a huge or smaller beast or plant.
|
||
The target must have
|
||
either no Intelligence score or an Intelligence of 3 or less. The target gains
|
||
an Intelligence of 10. The target also gains the ability to speak one language
|
||
you know. If the target is a plant, it gains the ability to move its limbs,
|
||
roots, vinces, creepers, and so forth, and it gains senses similar to a huamn's.
|
||
Your DM chooses statistics appropriate for the awakened plant, such as the
|
||
statistics for the awakened shrub or the awakened tree.
|
||
|
||
The awakened beast or
|
||
plant is charmed by you for 30 days or until you and your companions do anything
|
||
harmful to it. When the charmed condition ends, the awakened creature chooses
|
||
whether to remain friendly to you, based on how you treated it while it was
|
||
charmed.
|
||
"""
|
||
|
||
name = "Awaken"
|
||
level = 5
|
||
casting_time = "8 hours"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "An agate worth at least 1,000 gp, which the spell consumes"
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Bard", "Druid")
|