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30369ce1d4
Project now passes flake8 and black linter (also including more rst cleanup). Moved latex related things to dedicated ``latex.py`` module, and removed the ``makesheets -dF`` call from travis.
590 lines
23 KiB
Python
590 lines
23 KiB
Python
from dungeonsheets.spells.spells import Spell
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class IceKnife(Spell):
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"""(a drop of water or piece of ice)
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You create a shard of ice and fling it at one
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creature within range. Make a ranged spell attack against the target. On a hit,
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the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The
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target and each creature within 5 feet of the point where the ice exploded must
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succeed on a Dexterity saving throw or take 2d6 cold damage.
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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, the cold
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damage increases by 1d6 for each slot level above 1st.
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"""
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name = "Ice Knife"
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level = 1
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ("S", "M")
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materials = ""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ("Druid", "Sorcerer", "Wizard")
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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.
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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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ritual = False
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magic_school = "Evocation"
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classes = ("Druid", "Sorcerer", "Wizard")
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class Identify(Spell):
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"""You choose one object that you must touch throughout the casting of the spell.
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If it is a magic item or some other magic-imbued object, you learn its
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properties and how to use them, whether it requires attunement to use, and how
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many charges it has, if any. You learn whether any spells are affecting the item
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and what they are. If the item was created by a spell, you learn which spell
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created it.
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If you instead touch a creature throughout the casting, you learn
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what spells, if any, are currently affecting it.
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"""
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name = "Identify"
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level = 1
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casting_time = "1 minute"
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casting_range = "Touch"
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components = ("V", "S", "M")
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materials = "A pearl worth at least 100 gp and an owl feather"
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duration = "Instantaneous"
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ritual = True
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magic_school = "Divination"
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classes = ("Bard", "Wizard")
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class IdInsinuation(Spell):
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"""You unleash a torrent of conflicting desires in the mind of one creature you can
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see within range, impairing its ability to make decisions. The target must succeed
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on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it
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takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a
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success, the spell ends on the target.
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"""
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name = "Id Insinuation"
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level = 1
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casting_time = "1 action"
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casting_range = "60ft"
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components = ("V", "S")
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duration = "1 minute"
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magic_school = "Enchantment"
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classes = "Sorcerer"
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class IllusoryDragon(Spell):
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"""By gathering threads of shadow material from the Shadowfell, you create a Huge
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shadowy dragon in an unoccupied space that you can see within range. The
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illusion lasts for the spell's duration and occupies its space, as if it were a
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creature.
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When the illusion appears, any of your enemies that can see it must
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succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a
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frightened creature ends its turn in a location where it doesn't have line of
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sight to the illusion, it can repeat the saving throw, ending the effect on
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itself on a success.
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As a bonus action on your turn, you can move the illusion
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up to 60 feet. At any point during its movement, you can cause it to exhale a
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blast of energy in a 60-foot cone originating from its space. When you create
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the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or
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poison. Each creature in the cone must make an Intelligence saving throw, taking
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'7d6 damage of the
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chosen damage type on a failed save, or half as much damage
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on a successful one.
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The illusion is tangible because of the shadow stuff used
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to create it, but attacks miss it automatically. it succeeds on all saving
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throws, and it is immune to all damage and conditions. A creature that uses an
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action to examine the dragon can determine that it is an illusion by succeeding
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on an Intelligence (Investigation) check against your spell save DC. If a
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creature discerns the illusion for what it is, the creature can see through it
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and has advantage on saving throws against its breath.
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"""
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name = "Illusory Dragon"
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level = 8
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ("S",)
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materials = ""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Illusion"
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classes = ("Wizard",)
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class IllusoryScript(Spell):
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"""You write on parchment, paper, or some other suitable writing material and imbue
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it with a potent illusion that lasts for the duration.
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To you and any
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creatures you designate when you cast the spell, the writing appears normal,
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written in your hand, and conveys whatever meaning you intended when you wrote
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the text. To all others, the writing appears as if it were written in an unknown
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or magical script that is unintelligible. Alternatively, you can cause the
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writing to appear to be an entirely different message, written in a different
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hand and language, though the language must be one you know.
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Should the spell
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be dispelled, the original script and the illusion both disappear.
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A creature
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with truesight can read the hidden message.
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"""
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name = "Illusory Script"
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level = 1
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casting_time = "1 minute"
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casting_range = "Touch"
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components = ("S", "M")
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materials = "A lead-based ink worth at least 10 gp, which the spell consumes"
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duration = "10 days"
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ritual = True
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magic_school = "Illusion"
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classes = ("Bard", "Warlock", "Wizard")
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class Immolation(Spell):
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"""Flames wreathe one creature you can see within range. The target must make a
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Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as
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much damage on a successful one. On a failed save, the target also burns for the
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spell's duration. The burning target sheds bright light in a 30-foot radius and
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dim light for an additional 30 feet. At the end of each of its turns, the
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target repeats the saving throw. It takes 4d6 fire damage on a failed save, and
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the spell ends on a successful one. These magical flames can't be extinguished
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by nonmagical means.
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If damage from this spell kills a target, the target is
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turned to ash.
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"""
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name = "Immolation"
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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",)
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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 = "Evocation"
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classes = ("Sorcerer", "Wizard")
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class Imprisonment(Spell):
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"""You create a magical restraint to hold a creature that you can see within range.
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The target must succeed on a Wisdom saving throw or be bound by the spell; if
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it succeeds, it is immune to this spell if you cast it again. While affected by
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this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't
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age. Divination spells can't locate or perceive the target.
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When you cast the
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spell, you choose one of the following forms of imprisonment.
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Burial
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The
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target is entombed far beneath the earth in a sphere of magical force that is
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just large enough to contain the target. Nothing can pass through the
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sphere, nor can any creature teleport or use planar travel to get into or out of
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it.
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The special component for this version of the spell is a small mithral orb.
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Chaining
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Heavy chains, firmly rooted in the ground, hold the target in place.
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The target is restrained until the spell ends, and it can't move or be moved by
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any means until then.
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The special component for this version of the spell is
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a fine chain of precious metal.
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Hedged Prison
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The spell transports the target
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into a tiny demiplane that is warded against teleportation and planar travel.
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The demiplane can be a labyrinth, a cage, a tower, or any similar confined
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structure or area of your choice.
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The special component for this version of the
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spell is a miniature representation of the prison made from jade.
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Minimus
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Containment
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The target shrinks to a height of 1 inch and is imprisoned inside a
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gemstone or similarobject. Light can pass through the gemstone
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normally (allowing the target to see out and other creatures to see in), but
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nothing else can pass through, even by means of teleportation or planar travel.
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The gemstone can't be cut or broken while the spell remains in effect.
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The
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special component for this version of the spell is a large, transparent
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gemstone, such as a corundum, diamond, or ruby.
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Slumber
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The target falls asleep
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and can't be awoken.
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The special component for this version of the
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spell consists of rare soporific herbs.
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Ending the Spell
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During the casting of
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the spell, in any of its versions, you can specify a condition that will cause
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the spell to end and release the target. The condition can be as specific or as
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elaborate as you choose, but the DM must agree that the condition is reasonable
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and has a likelihood of coming to pass. The conditions can be based on a
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creature's name, identity, or deity but otherwise must be based on
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observable actions or qualities and not based on intangibles such as level,
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class, or hit points.
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A dispel magic spell can end the spell only if it is
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cast as a 9th-level spell, targeting either the prison or the special component
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used to create it.
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You can use a particular special component to create only one
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prison at a time. If you cast the spell again using the same
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component, the target of the first casting is immediately freed
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from its binding.
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"""
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name = "Imprisonment"
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level = 9
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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 = (
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"A vellum depiction or a carved statuette in the likeness of the target, and a"
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" special component that varies according to the version of the spell you"
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" choose, worth at least 500 gp per hit die of the target"
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)
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duration = "Until dispelled"
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ritual = False
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magic_school = "Abjuration"
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classes = ("Warlock", "Wizard")
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class IncendiaryCloud(Spell):
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"""A swirling cloud of smoke shot through with white-hot embers appears in a
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20-foot-radius sphere centered on a point within range.
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The cloud spreads around
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corners and is heavily obscured. It lasts for the duration or until a wind of
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moderate or greater speed (at least 10 miles per hour) disperses it.
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When the
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cloud appears, each creature in it must make a Dexterity saving throw. A
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creature takes 10d8 fire damage on a failed save, or half as much damage on a
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successful one. A creature must also make this saving throw when it enters the
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spell's area for the first time on a turn or ends its turn there.
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The cloud
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moves 10 feet directly away from you in a direction that you choose at the start
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of each of your turns.
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"""
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name = "Incendiary Cloud"
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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")
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materials = ""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Conjuration"
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classes = ("Sorcerer", "Wizard")
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class InfernalCalling(Spell):
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"""Uttering a dark incantation, you summon a devil from the Nine Hells. You choose
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the devil's type, which must be one of challenge rating 6 or lower, such as a
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barbed devil or a bearded devil. The devil appears in an unoccupied space that
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you can see within range. The devil disappears when it drops to 0 hit points or
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when the spell ends.
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The devil is unfriendly toward you and your companions.
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Roll initiative for the devil, which has its own turns. It is under the Dungeon
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Master's control and acts according to its nature on each of its turns, which
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might result in its attacking you if it thinks it can prevail, or trying to
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tempt you to undertake an evil act in exchange for limited service. The DM has
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the creature's statistics.
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On each of your turns, you can try to issue a verbal
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command to the devil (no action required by you). It obeys the command if the
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likely outcome is in accordance with its desires, especially if the result would
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draw you toward evil. Otherwise, you must make a Charisma (Deception,
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Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You
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make the check with advantage if you say the devil's true name. Ifyour check
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fails, the devil becomes immune to your verbal commands for the duration of the
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spell, though it can still carry out your commands if it chooses. If your check
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succeeds, the devil carries out your command- such as "attack my enemies,"
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"explore the room ahead," or "bear this message to the queen"-until it completes
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the activity, at which point it returns to you to report having done so.
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If
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your concentration ends before the spell reaches its full duration, the devil
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doesn‘t disappear if it has become immune to your verbal commands. Instead, it
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acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
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If
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you possess an individual devil's talisman, you can summon that devil if it is
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of the appropriate challenge
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rating plus 1, and it obeys all your commands, with
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no Charisma checks required.
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**At Higher Levels:** When you cast this spell using
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a spell slot of 6th level or higher, the challenge rating increases by 1 for
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each slot level above 5th.
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"""
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name = "Infernal Calling"
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level = 5
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casting_time = "1 minute"
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casting_range = "90 feet"
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components = ("V", "S", "M")
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materials = "A ruby worth at least 999 gp"
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duration = "Concentration, up to 1 hour"
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ritual = False
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magic_school = "Conjuration"
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classes = ("Warlock", "Wizard")
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class Infestation(Spell):
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"""You cause a cloud of mites, fleas, and other parasites to appear momentarily on
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one creature you can see within range. The target must succeed on a Constitution
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saving throw, or it takes 1d6 poison damage and moves 5 feet in a random
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direction if it can move and its speed is at least 5 feet. Roll a d4 for the
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direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't
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provoke opportunity attacks, and if the direction rolled is blocked, the target
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doesn't move.
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The spell's damage increases by 1d6 when you reach 5th level
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(2d6), 11th level (3d6), and 17th level (4d6).
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"""
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name = "Infestation"
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level = 0
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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 living flea"
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ("Druid", "Sorcerer", "Warlock", "Wizard")
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class InflictWounds(Spell):
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"""Make a melee spell attack against a creature you can reach. On a hit, the target
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takes 3d10 necrotic damage.
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**At Higher Levels:** When you cast this spell using a
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spell slot of 2nd level or higher, the damage increases by 1d10 for each slot
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level above 1st.
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"""
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name = "Inflict Wounds"
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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")
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materials = ""
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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",)
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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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ritual = False
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magic_school = "Conjuration"
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classes = ("Cleric", "Druid", "Sorcerer")
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class InvestitureOfFlame(Spell):
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"""Flames race across your body, shedding bright light in a 30-foot radius and dim
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light for an additional 30 feet for the spell's duration. The flames don't harm
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you. Until the spell ends, you gain the following benefits:
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- You are immune to
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fire damage and have resistance to cold damage.
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- Any creature that moves within
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5 feet of you for the first time on a turn or ends its turn there takes 1d10
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fire damage.
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- You can use your action to create a line of fire 15 feet long and
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5 feet wide extending from you in a direc- tion you choose. Each creature in
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the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on
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a failed save, or half as much damage on a successful one.
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"""
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name = "Investiture Of Flame"
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level = 6
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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 10 minutes"
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ritual = False
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magic_school = "Transmutation"
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classes = ("Druid", "Sorcerer", "Warlock", "Wizard")
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class InvestitureOfIce(Spell):
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"""Until the spell ends, ice rimes your body, and you gain the
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following benefits:
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- You are immune to cold damage and have resistance to fire
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damage.
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- You can move across difficult terrain created by ice or snow
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without spending extra movement.
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- The ground in a 10-foot radius around you is icy and is
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difficult terrain for creatures other than you. The radius moves
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with you.
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- You can use your action to create a 15-foot cone of freezing
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wind extending from your outstretched hand in a direction you
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choose. Each creature in the cone must make a Constitution
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saving throw. A creature takes 4d6 cold damage on a failed save,
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or half as much damage on a successful one. A creature that
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fails its save against this effect has its speed halved until
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the start of your next turn.
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||
|
||
"""
|
||
|
||
name = "Investiture Of Ice"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Druid", "Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class InvestitureOfStone(Spell):
|
||
"""Until the spell ends, bits of rock spread across your body, and you gain the
|
||
following benefits:
|
||
|
||
- You have resistance to bludgeoning, piercing, and slashing
|
||
damage from nonmagical weapons.
|
||
- You can use your action to create a small earthquake on the
|
||
ground in a 15-foot radius centered on you. Other creatures on
|
||
that ground must succeed on a Dexterity saving throw or be
|
||
knocked prone.
|
||
- You can move across difficult terrain made of earth or stone
|
||
without spending extra movement. You can move through solid
|
||
earth or stone as if it was air and without destabilizing it,
|
||
but you can't end your movement there. If you do so, you are
|
||
ejected to the nearest unoccupied space, this spell ends, and
|
||
you are stunned until the end of your next turn.
|
||
|
||
"""
|
||
|
||
name = "Investiture Of Stone"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Druid", "Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class InvestitureOfWind(Spell):
|
||
"""Until the spell ends, wind whirls around you, and you gain the following
|
||
benefits:
|
||
- Ranged weapon attacks made against you have disad- vantage on the
|
||
attack roll.
|
||
- You gain a flying speed of 60 feet. If you are still flying when
|
||
the spell ends, you fall, unless you can some- how prevent it.
|
||
- You can use
|
||
your action to create a 15-foot cube of swirling wind centered on a point you
|
||
can see within 60 feet of you. Each creature in that area must make a
|
||
Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed
|
||
save, or half as much damage on a successful one. If a Large or smaller creature
|
||
fails the save, that creature is also pushed up to 10 feet away from the center
|
||
of the cube.
|
||
"""
|
||
|
||
name = "Investiture Of Wind"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Druid", "Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class Invisibility(Spell):
|
||
"""A creature you touch becomes invisible until the spell ends. Anything the target
|
||
is wearing or carrying is invisible as long as it is on the target's person.
|
||
The spell ends for a target that attacks or casts a spell.
|
||
|
||
At Higher Levels:
|
||
When you cast this spell using a spell slot of 3rd level or higher, you can
|
||
target one additional creature for each slot level above 2nd.
|
||
"""
|
||
|
||
name = "Invisibility"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "An eyelash encased in gum arabic"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ("Bard", "Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class Invulnerability(Spell):
|
||
"""You are immune to all damage until the spell ends."""
|
||
|
||
name = "Invulnerability"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"A small piece of adamantine worth at least 500 gp, which the spell consumes"
|
||
)
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Wizard",)
|