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1663 lines
64 KiB
Python
1663 lines
64 KiB
Python
from dungeonsheets.spells.spells import Spell
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class SacredFlame(Spell):
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"""Flame-like radiance descends on a creature that you can see within range. The
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target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
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target gains no benefit from cover for this saving throw.
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**At Higher Levels:** The
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spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
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(3d8), and 17th level (4d8).
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"""
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name = "Sacred Flame"
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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 = "Evocation"
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classes = ("Cleric",)
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class Sanctuary(Spell):
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"""You ward a creature within range against attack.
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Until the spell ends, any
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creature who targets the warded creature with an attack or a harmful spell must
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first make a Wisdom saving throw. On a failed save, the creature must choose a
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new target or lose the attack or spell. This spell doesn't protect the warded
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creature from area effects, such as the explosion of a fireball.
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If the warded
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creature makes an attack or casts a spell that affects an enemy creature, this
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spell ends.
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"""
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name = "Sanctuary"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "30 feet"
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components = ("V", "S", "M")
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materials = "A small silver mirror"
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duration = "1 minute"
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ritual = False
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magic_school = "Abjuration"
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classes = ("Cleric",)
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class Scatter(Spell):
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"""The air quivers around up to five creatures of your choice that you can see
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within range. An unwilling creature must succeed on a Wisdom saving throw to
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resist this spell. You teleport each affected target to an unoccupied space that
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you can see within 120 feet of you. That space must be on the ground or on a
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floor.
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"""
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name = "Scatter"
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level = 6
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casting_time = "1 action"
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casting_range = "30 feet"
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components = ("V",)
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materials = ""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Conjuration"
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classes = ("Sorcerer", "Warlock", "Wizard")
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class ScorchingRay(Spell):
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"""You create three rays of fire and hurl them at targets within range. You can
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hurl them at one target or several. Make a ranged spell attack for each ray. On
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a hit, the target takes 2d6 fire damage.
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**At Higher Levels:** When you cast this
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spell using a spell slot of 3rd level or higher, you create one additional ray
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for each slot level above 2nd.
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"""
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name = "Scorching Ray"
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level = 2
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casting_time = "1 action"
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casting_range = "120 feet"
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components = ("V", "S")
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materials = ""
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ("Sorcerer", "Wizard")
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class Scrying(Spell):
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"""You can see and hear a particular creature you choose that is on
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the same plane of existence as you. The target must make a W isdom
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saving throw, which is modified by how well you know the target
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and the sort of physical connection you have to it. If a target
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knows you're casting this spell, it can fail the saving throw
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voluntarily if it wants to be observed.
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**Knowledge - Save Modifier**
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- Secondhand (you have heard of the target) - +5
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- Firsthand (you have met the target) - +0
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- Familiar (you know the target well) - -5
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**Connection - Save Modifier**
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- Likeness or picture - -2
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- Possession or garment - -4
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- Body part, lock of hair, bit of nail, or the like - -10
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On a successful save, the target isn't affected, and you can't use
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this spell against it again for 24 hours.
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On a failed save, the spell creates an invisible sensor within 10
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feet of the target. You can see and hear through the sensor as if
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you w ere there. The sensor moves with the target, remaining
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within 10 feet of it for the duration. A creature that can see
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invisible objects sees the sensor as a luminous orb about the size
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of your fist.
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Instead of targeting a creature, you can choose a location you
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have seen before as the target of this spell. When you do, the
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sensor appears at that location and doesn't move.
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"""
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name = "Scrying"
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level = 5
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casting_time = "10 minutes"
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casting_range = "Self"
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components = ("V", "S", "M")
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materials = (
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"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a"
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" font filled with holy water"
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)
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duration = "Concentration, up to 10 minutes"
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ritual = False
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magic_school = "Divination"
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classes = ("Bard", "Cleric", "Druid", "Warlock", "Wizard")
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class SearingSmite(Spell):
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"""The next time you hit a creature with a melee weapon attack during
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the spell's duration, your weapon flares with white-hot
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intensitity, and the attack deals an extra 1d6 fire damage to the
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target and causes the target to ignite in flames.
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At the start of each of its turns until the spell ends, the target
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must make a Constitution saving throw. On a failed save, it takes
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1d6 fire damage. On a successful save, the spells ends. If the
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target or a creature within 5 feet of it uses an action to put out
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the flames, or if some other effect douses the flames (such as the
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target being submerged in water), 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 initial extra damage dealt by the
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attack increases by 1d6 for each slot
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"""
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name = "Searing Smite"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "Self"
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components = ("V",)
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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 = ("Paladin",)
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class SeeInvisibility(Spell):
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"""For the duration, you see invisible creatures and objects as if
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they were visible, and you can see into the Ethereal
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Plane. Ethereal creatures and objects appear ghostly and
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translucent.
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"""
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name = "See Invisibility"
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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", "M")
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materials = "A pinch of talc and a small sprinkling of powdered silver"
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duration = "1 hour"
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ritual = False
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magic_school = "Divination"
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classes = ("Bard", "Sorcerer", "Wizard")
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class Seeming(Spell):
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"""This spell allows you to change the appearance of any number of creatures that
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you can see within range.
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You give each target you choose a new, illusory
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appearance. An unwilling target can make a Charisma saving throw, and if it
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succeeds, it is unaffected by this spell.
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The spell disguises physicial
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appearances as well as clothing, armor, weapons, and equipment. You can make
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each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween.
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You can't change a target's body type, so you must choose a form that has the
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same basic arrangement of limbs. Otherwise, the extent of the illusion is up to
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you. The spell lasts for the duration, unless you use your action to dismiss it
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sooner.
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The changes wrought by this spell fail to hold up to physical
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inspections. For example, if you use this spell to add a hat to a creature's
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outfitm objects pass through the hat, and anyone who touches it would feel
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nothing or would feel the creature's head and hair. If you use this spell to
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appear thinner then you are, the hand of someone who reaches out to touch you
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would bump into you while it was seemingly still in midair.
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A creature can use
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its action to inspect a target and make an Intelligence (Investigation) check
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against your spell save DC. If it succeeds, it becomes aware that the target is
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disguised.
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"""
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name = "Seeming"
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level = 5
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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 = "8 hours"
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ritual = False
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magic_school = "Illusion"
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classes = ("Bard", "Sorcerer", "Wizard")
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class Sending(Spell):
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"""You send a short message of twenty-five words or less to a creature with you are
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familiar. The creature hears the message in its mind, regonizes you as the
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sender if it knows you, and can answer in a like manner immediately. The spell
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enables creatures with Intelligence scores of at least 1 to understand the
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meaning of your message.
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You can send the message across any distance and even
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to other planes of existence, but if the target is on a different plane than
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you, there is a 5 percent chance that the message doesn't arrive.
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"""
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name = "Sending"
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level = 3
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casting_time = "1 action"
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casting_range = "Unlimited"
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components = ("V", "S", "M")
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materials = "A short piece of fine copper wire"
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duration = "1 round"
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ritual = False
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magic_school = "Evocation"
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classes = ("Bard", "Cleric", "Wizard")
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class Sequester(Spell):
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"""By means of this spell, a willing creature of an object can be hidden away, safe
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from detection for the duration.
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When you cast the spell and touch the target,
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it becomes invisible and can't be targeted by divination spells or perceived
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through scrying sensors created by the divination of spells.
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If the target is a
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crreature, it falls into a state of suspended animation. Time ceases to flow
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for it, and it doesn't grow older.
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You can set a condition for the spell to end
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early. The condition can be anything you choose, but it must occur or be
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visible within 1 mile of the target. Examples include after 1,000 years or when
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the tarrasque awakes. This spells also ends if the target takes any damage.
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"""
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name = "Sequester"
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level = 7
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casting_time = "1 action"
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casting_range = "Touch"
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components = ("V", "S", "M")
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materials = (
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"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least"
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" 5,000 gp, which the spell consumes"
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)
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duration = "Until dispelled"
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ritual = False
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magic_school = "Transmutation"
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classes = ("Wizard",)
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class ShadowBlade(Spell):
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"""You weave together threads of shadow to create a sword of solidified gloom in
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your hand. This magic sword lasts until the spell ends. It counts as a simple
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melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit
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and has the finesse, light, and thrown properties (range 20/60). In addition,
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when you use the sword to attack a target that is in dim light or darkness, you
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make the attack roll with advantage.
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If you drop the weapon or throw it, it
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dissipates at the end of the turn. Thereafter, while the spell persists, you can
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use a bonus action to cause the sword to reappear in your hand.
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At Higher
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Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the
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damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot,
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the damage increases to 4d8. When you cast it using a spell slot of 7th level or
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higher, the damage increases to 5d8.
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"""
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name = "Shadow Blade"
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level = 2
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casting_time = "1 bonus action"
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casting_range = "Self"
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components = ("V", "S")
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materials = ""
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Illusion"
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classes = ("Sorcerer", "Warlock", "Wizard")
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class ShadowOfMoil(Spell):
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"""Flame-like shadows wreathe your body until the spell ends, causing you to become
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heavily obscured to others. The shadows turn dim light within 10 feet of you
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into darkness, and bright light in the same area to dim light.
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Until the spell
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ends, you have resistance to radiant damage. In addition, whenever a creature
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within 10 feet of you hits you with an attack, the shadows lash out at that
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creature, dealing it 2d8 necrotic damage.
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"""
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name = "Shadow Of Moil"
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level = 4
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casting_time = "1 action"
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casting_range = "Self"
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components = ("V", "S", "M")
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materials = "An undead eyeball encased in a gem worth at least 150 gp"
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duration = "Concentration, up to 1 minute"
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ritual = False
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magic_school = "Necromancy"
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classes = ("Warlock",)
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class ShapeWater(Spell):
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"""You choose an area of water that you can see within range and that
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fits within a 5-foot cube. You manipulate it in one of the
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following ways:
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- You instantaneously move or otherwise change the flow of the
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water as you direct, up to 5 feet in any direction. This
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movement doesn't have enough force to cause damage.
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- You cause the water to form into simple shapes and animate at
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your direction. This change lasts for 1 hour.
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- You change the water's color or opacity. The water must be
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changed in the same way throughout. This change lasts for 1
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hour.
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- You freeze the water, provided that there are no crea- tures in
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it. The water unfreezes in 1 hour.
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If you cast this spell multiple times, you can have no more than
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two of its non-instantaneous effects active at a time, and you can
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dismiss such an effect as an action.
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"""
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name = "Shape Water"
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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 = ("S",)
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materials = ""
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duration = "Instantaneous or 1 hour"
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ritual = False
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magic_school = "Transmutation"
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classes = ("Druid", "Sorcerer", "Wizard")
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class Shapechange(Spell):
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"""You assume the form of a different creature for the duration.
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The new form can
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be any creature with a challenge rating equal to your level or lower. The
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creature can't be a construct or an undead, and you must have seen the sort of
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creature at least once. You transform into an average example of that creature,
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one without any class levels or the Spellcasting trait.
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Your game statistics
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are replaced by the statistics of the chosen creature, though you retain your
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alignment and Intelligence, Wisdom, and Charisma scores You also retain all of
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your skill and saving throw proficiencies, in addition to gaining those of the
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creature, If the creature has the same proficiency as you, and the bonus listed
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in its statistics is higher than yours, use the creature's bonus in place of
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yours. You can't use any legendary actions or lair actions of the new form.
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You
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assume the hit points and Hit Dice of the new form. When you revert to your
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normal, you return to the number of hit points you had before you transformed.
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If you revert as a result of dropping to 0 hit points, any excess damage carries
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over to your normal form. As long as the excess damage doesn't reduce your
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normal form to 0 hitpoints, you aren't knocked unconscious.
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You retain the
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benefit of any features from your class, race, or other source and can use them,
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provided that your new form is physically capable of doing so. You can't use
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any special senses you have (for example, darkvision) unless your new form also
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has that sense. You can only speak if the creature can normally speak.
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When you
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transform, you choose whether your equipment falls to the ground, merges into
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the new form, or is worn by it. Worn equipment functions as normal. The DM
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determines whether it is practical for the new form to wear a piece of
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equipment, based on the creature's shape and size. Your equipment doesn't change
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shape or size to match the new form, and any equipment that the new form can't
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wear must either fall to the ground or merge into your new form. Equipment that
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merges has no effect in that state.
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During this spell's duration, you can use
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your action to assume a different form following the same restrictions and rules
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for the original form, with one exception: if your new form has more hit pints
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than your current one, your hit points remain at their current value.
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"""
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name = "Shapechange"
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level = 9
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casting_time = "1 action"
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casting_range = "Self"
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components = ("V", "S", "M")
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materials = (
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"A jade circlet worth at least 1,500 gp, which you must place on your head"
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" before you cast the spell"
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)
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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 = ("Druid", "Wizard")
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class Shatter(Spell):
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"""A sudden loud ringing noise, painfully intense, erupts from a point
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of your choice within range. Each creature in a 10-foot-radius
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sphere centered on that point must make a Constitution saving
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throw. A creature takes 3d8 thunder damage on a failed save, or
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half as much damage on a successful one. A creature made of
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inorganic material such as stone, crystal, or metal has
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disadvantage on this saving throw.
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A nonmagical object that isn't being worn or carried also takes
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the damage if it's in the spell's area.
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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 = "Shatter"
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level = 2
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casting_time = "1 action"
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casting_range = "60 feet"
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components = ("V", "S", "M")
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materials = "A chip of mica"
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duration = "Instantaneous"
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ritual = False
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magic_school = "Evocation"
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classes = ("Bard", "Sorcerer", "Warlock", "Wizard")
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class Shield(Spell):
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"""An invisible barrier of magical force appears and protects
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you. Until the start of your next turn, you have a +5 bonus to AC,
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including against the triggering attack, and you take no damage
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from *magic missile*.
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"""
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name = "Shield"
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level = 1
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casting_time = (
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"1 reaction, which you take when you are hit by an attack or targeted by the"
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" magic missile spell."
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)
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casting_range = "Self"
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components = ("V", "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 = ("Sorcerer", "Wizard")
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class ShieldOfFaith(Spell):
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"""A shimmering field appears and surrounds a creature of your choice within range,
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granting it a +2 bonus to AC for the duration.
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"""
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name = "Shield Of Faith"
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level = 1
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casting_time = "1 bonus action"
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casting_range = "60 feet"
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components = ("V", "S", "M")
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materials = "A small parchment with a bit of holy text written on it"
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duration = "Concentration, up to 10 minutes"
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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 Shillelagh(Spell):
|
||
"""The wood of a club or quarterstaff you are holding is imbued with nature's
|
||
power.
|
||
For the duration, you can use your spellcasting ability instead of
|
||
Strength for the attack and damage rolls of melee attacks using that weapon, and
|
||
the weapon's damage die becomes a d8. The weapon also becomes magical, if it
|
||
isn't already. The spell ends if you cast it again or if you let go of the
|
||
weapon
|
||
"""
|
||
|
||
name = "Shillelagh"
|
||
level = 0
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "Mistletoe, a shamrock leaf, and a club or quarterstaff"
|
||
duration = "1 minute"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Druid",)
|
||
|
||
|
||
class ShockingGrasp(Spell):
|
||
"""Lightning springs from your hand to deliver a shock to a creature you try to
|
||
touch.
|
||
Make a melee spell attack against the target. You have advantage on the
|
||
attack roll if the target is wearing armor made of metal. On a hit, the target
|
||
takes 1d8 lightning damage, and it can't take reactions until the start of its
|
||
next turn.
|
||
|
||
**At Higher Levels:** The spell's damage increases by 1d8 when you reach
|
||
5th level (2d8), 11th level (3d8), and 17th level (4d8).
|
||
"""
|
||
|
||
name = "Shocking Grasp"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Sorcerer", "Wizard")
|
||
|
||
|
||
class SickeningRadiance(Spell):
|
||
"""Dim, greenish light spreads within a 30-foot-radius sphere centered on a point
|
||
you choose within range. The light spreads around corners, and it lasts until
|
||
the spell ends.
|
||
When a creature moves into the spell's area for the first time
|
||
on a turn or starts its turn there, that creature must succeed on a Constitution
|
||
saving throw or take 4d10 radiant damage, and it suffers one level of
|
||
exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes
|
||
it impossible for the creature to benefit from being invisible. The light and
|
||
any levels of exhaustion caused by this spell go away when the spell ends.
|
||
"""
|
||
|
||
name = "Sickening Radiance"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class Silence(Spell):
|
||
"""For the duration, no sound can be created within or pass through a 20-foot-radius
|
||
sphere centered on a point you choose within range. Any creature or object entirely
|
||
inside the sphere is immune to thunder damage, and creatures are deafened while
|
||
entirely inside it. Casting a spell that includes a verbal component is impossible
|
||
there.
|
||
"""
|
||
|
||
name = "Silence"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = True
|
||
magic_school = "Illusion"
|
||
classes = ("Bard", "Cleric", "Ranger")
|
||
|
||
|
||
class SilentImage(Spell):
|
||
"""You create the image of an object, a creature, or some other visible phenomenon
|
||
that is no larger than a 15-foot cube. The image appears at a spot within range
|
||
and lasts for the duration. The image is purely visual; it isn't accompanied by
|
||
sound, smell, or other sensory effects.
|
||
|
||
You can use your action to cause the
|
||
image to move to any spot within range. As the image changes location, you can
|
||
alter its appearance so that its movements appear natural for the image. For
|
||
example, if you create an image of a creature and move it, you can alter the
|
||
image so that it appears to be walking.
|
||
|
||
Physical interaction with the image
|
||
reveals it to be an illusion, because things can pass through it. A creature
|
||
that uses its action to examine the image can determine that it is an illusion
|
||
with a successful Intelligence (Investigation) check against your spell save DC.
|
||
If a creature discerns the illusion for what it is, the creature can see
|
||
through the image.
|
||
"""
|
||
|
||
name = "Silent Image"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A bit of fleece"
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ("Bard", "Sorcerer", "Wizard")
|
||
|
||
|
||
class Simulacrum(Spell):
|
||
"""You shape an illusory duplicate of one beast or humanoid that is within range
|
||
for the entire casting time of the spell.
|
||
The duplicate is a creature, partially
|
||
real and formed from ice or snow, and it can take actions and otherwise be
|
||
affected as a normal creature. It appears to be the same as the original, but it
|
||
has half the creature's hit point maximum and is formed without any equipment.
|
||
Otherwise, the illusion uses all the statistics of the creature it duplicates.
|
||
|
||
|
||
The simulacrum is friendly to you and creatures you designate. It obeys your
|
||
spoken commands, moving and acting in accordance with your wishes and acting on
|
||
your turn in combat. The simulacrum lacks the ability to learn or become more
|
||
powerful, so it never increases its level or other abilities, nor can it regain
|
||
expended spell slots.
|
||
|
||
If the simulacrum is damaged, you can repair it in an
|
||
alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point
|
||
it regains. The simulacrum lasts until it drops to 0 hit points, at which point
|
||
it reverts to snow and melts instantly.
|
||
|
||
If you cast this spell again, any
|
||
currently active duplicates you created with this spell are instantly destroyed.
|
||
"""
|
||
|
||
name = "Simulacrum"
|
||
level = 7
|
||
casting_time = "12 hours"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"Snow or ice in quantities sufficient to made a life-size copy of the"
|
||
" duplicated creature; some hair, fingernail clippings, or other piece of that"
|
||
" creature's body placed inside the snow or ice; and powdered ruby worth 1,500"
|
||
" gp, sprinkled over the duplicate and consumed by the spell"
|
||
)
|
||
duration = "Until dispelled"
|
||
ritual = False
|
||
magic_school = "Illusion"
|
||
classes = ("Wizard",)
|
||
|
||
|
||
class SkillEmpowerment(Spell):
|
||
"""Your magic deepens a creature's understanding of its own talent. You touch one
|
||
willing creature and give it expertise in one skill of your choice; until the
|
||
spell ends, the creature doubles its proficiency bonus for ability checks it
|
||
makes that use the chosen skill.
|
||
You must choose a skill in which the target is
|
||
proficient and that isn't already benefiting from an effect, such as Expertise,
|
||
that doubles its proficiency bonus.
|
||
"""
|
||
|
||
name = "Skill Empowerment"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Bard", "Sorcerer", "Wizard")
|
||
|
||
|
||
class Skywrite(Spell):
|
||
"""You cause up to ten words to form in a part of the sky you can see. The words
|
||
appear to be made of cloud and remain in place for the spell's duration. The
|
||
words dissipate when the spell ends. A strong wind can disperse the clouds and
|
||
end the spell early.
|
||
"""
|
||
|
||
name = "Skywrite"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Sight"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = True
|
||
magic_school = "Transmutation"
|
||
classes = ("Bard", "Druid", "Wizard")
|
||
|
||
|
||
class Sleep(Spell):
|
||
"""This spell sends creatures into a magical slumber. Roll 5d8, the total is how
|
||
many hit points of creatures this spell can affect. Creatures within 20 feet of
|
||
a point you choose within range are affected in ascending order of their current
|
||
hit points (ignoring unconscious creatures).
|
||
|
||
Starting with the creature that
|
||
has the lowest current hit points, each creature affected by this spell falls
|
||
unconscious until the spell ends, the sleeper takes damage, or someone uses an
|
||
action to shake or slap the sleeper awake. Subtract each creature's hit points
|
||
from the total before moving on to the creature with the next lowest hit points.
|
||
A creature's hit points must be equal to or less than the remaining total for
|
||
that creature to be affected.
|
||
Undead and creatures immune to being charmed
|
||
aren't affected by this spell.
|
||
|
||
**At Higher Levels:** When you cast this spell using
|
||
a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level
|
||
above 1st.
|
||
"""
|
||
|
||
name = "Sleep"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A pinch of fine sand, rose petals, or a cricket"
|
||
duration = "1 minute"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ("Bard", "Sorcerer", "Wizard")
|
||
|
||
|
||
class SleetStorm(Spell):
|
||
"""Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder
|
||
with a 40-foot radius centered on a point you choose within range. The area is
|
||
heavily obscured, and exposed flames in the area are doused.
|
||
|
||
The ground in the
|
||
area is covered with slick ice, making it difficult terrain. When a creature
|
||
enters the spell's area for the first time on a turn or starts its turn there,
|
||
it must make a Dexterity saving throw. On a failed save, it falls prone.
|
||
|
||
If a
|
||
creature is concentrating in the spell's area, the creature must make a
|
||
successful Constitution saving throw against your spell save DC or lose
|
||
concentration.
|
||
"""
|
||
|
||
name = "Sleet Storm"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "150 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A pinch of dust and a few drops of water"
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Druid", "Sorcerer", "Wizard")
|
||
|
||
|
||
class Slow(Spell):
|
||
"""You alter time around up to six creatures of your choice in a 40-foot cube
|
||
within range. Each target must succeed on a Wisdom saving throw or be affected
|
||
by this spell for the duration.
|
||
|
||
An affected target's speed is halved, it takes
|
||
a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On
|
||
its turn, it can use either an action or a bonus action, not both. Regardless of
|
||
the creature's abilities or magic items, it can't make more than one melee or
|
||
ranged attack during its turn.
|
||
|
||
If the creature attempts to cast a spell with a
|
||
casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take
|
||
effect until the creature's next turn, and the creature must use its action on
|
||
that turn to complete the spell. If it can't, the spell is wasted.
|
||
|
||
A creature
|
||
affected by this spell makes another Wisdom saving throw at the end of its turn.
|
||
On a successful save, the effect ends for it.
|
||
"""
|
||
|
||
name = "Slow"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A drop of molasses"
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Sorcerer", "Wizard")
|
||
|
||
|
||
class Snare(Spell):
|
||
"""As you cast this spell, you use the rope to create a circle with a
|
||
5-foot radius on the ground or the floor. When you finish casting,
|
||
the rope disappears and the circle becomes a magic trap.
|
||
|
||
This trap is nearly invisible, requiring a successful Intelligence
|
||
(Investigation) check against your spell save DC to be discerned.
|
||
|
||
The trap triggers when a Small, Medium, or Large creature moves
|
||
onto the ground or the floor in the spell's radius. That creature
|
||
must succeed on a Dexterity saving throw or be magically hoisted
|
||
into the air, leaving it hanging upside down 3 feet above the
|
||
ground or the floor. The creature is restrained there until the
|
||
spell ends.
|
||
|
||
A restrained creature can make a Dexterity saving throw at the end
|
||
of each of its turns, ending the effect on itself on a success.
|
||
Alternatively, the creature or someone else who can reach it can
|
||
use an action to make an Intelligence (Arcana) check against your
|
||
spell save DC. On a success, the restrained effect ends.
|
||
|
||
After the trap is triggered, the spell ends when no creature is
|
||
restrained by it.
|
||
|
||
"""
|
||
|
||
name = "Snare"
|
||
level = 1
|
||
casting_time = "1 minute"
|
||
casting_range = "Touch"
|
||
components = ("S", "M")
|
||
materials = "25 feet of rope, which the spell consumes"
|
||
duration = "8 hours"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Druid", "Ranger", "Wizard")
|
||
|
||
|
||
class SnillocsSnowballSwarm(Spell):
|
||
"""(a piece of ice or a small white rock chip)
|
||
A flurry of magic snowballs erupts
|
||
from a point you choose within range. Each creature in a 5-foot-radius sphere
|
||
centered on that point must make a Dexterity saving throw. A creature takes 3d6
|
||
cold damage on a failed save, or half as much damage on a successful one.
|
||
At
|
||
Higher Levels. When you cast this spell using a spell slot of 3rd level or
|
||
higher, the damage increases by 1d6 for each slot level above 2nd.
|
||
"""
|
||
|
||
name = "Snillocs Snowball Swarm"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ("V", "S", "M")
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Sorcerer", "Wizard")
|
||
|
||
|
||
class SoulCage(Spell):
|
||
"""1 reaction, which you take when a humanoid you can see within 60 feet of you
|
||
dies
|
||
|
||
This spell snatches the soul of a humanoid as it dies and traps it inside
|
||
the tiny cage you use for the material component. A stolen soul remains inside
|
||
the cage until the spell ends or until you destroy the cage, which ends the
|
||
spell. While you have a soul inside the cage, you can exploit it in any of the
|
||
ways described below. You can use a trapped soul up to six times. Once you
|
||
exploit a soul for the sixth time, it is released, and the spell ends. While a
|
||
soul is trapped, the dead humanoid it came from can't be revived.
|
||
Steal Life.
|
||
You can use a bonus action to drain vigor from the soul and regain 2d8 hit
|
||
points.
|
||
Query Soul. You ask the soul a question (no action required) and receive
|
||
a brief telepathic answer, which you can understand regardless of the language
|
||
used. The soul knows only what it knew in life, but it must answer you
|
||
truthfully and to the best of its ability. The answer is no more than a sentence
|
||
or two and might be cryptic.
|
||
Borrow Experience. You can use a bonus action to
|
||
bolster yourself with the soul's life experience, making your next attack roll,
|
||
ability check, or saving throw with advantage. If you don't use this benefit
|
||
before the start of your next turn, it is lost.
|
||
Eyes of the Dead. You can use an
|
||
action to name a place the humanoid saw in life, which creates an invisible
|
||
sensor somewhere in that place if it is on the plane of existence you're
|
||
currently on. The sensor remains for as long as you concentrate, up to 10
|
||
minutes (as if you were concentrating on a spell). You receive visual and
|
||
auditory information from the sensor as if you were in its space using your
|
||
senses.
|
||
A creature that can see the sensor (such as one using see invisibility
|
||
or truesight) sees a translucent image of the tormented humanoid whose soul you
|
||
caged.
|
||
"""
|
||
|
||
name = "Soul Cage"
|
||
level = 6
|
||
casting_time = "Special"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A tiny silver cage worth 100 gp"
|
||
duration = "8 hours"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ("Warlock", "Wizard")
|
||
|
||
|
||
class SpareTheDying(Spell):
|
||
"""You touch a living creature that has 0 hit points. The creature becomes stable.
|
||
This spell has no effect on undead or constructs.
|
||
"""
|
||
|
||
name = "Spare The Dying"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ("Cleric",)
|
||
|
||
|
||
class SpeakWithAnimals(Spell):
|
||
"""You gain the ability to comprehend and verbally communicate with beasts for the
|
||
duration.
|
||
The knowledge and awareness of many beasts is limited by their
|
||
intelligence, but at minimum, beasts can give you information about nearby
|
||
locations and monsters, including whatever they can perceive or have perceived
|
||
within the past day. You might be able to persuade a beast to perform a small
|
||
favor for you, at the DM's discretion.
|
||
"""
|
||
|
||
name = "Speak With Animals"
|
||
level = 1
|
||
casting_time = "1 action"
|
||
casting_range = "Self"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "10 minutes"
|
||
ritual = True
|
||
magic_school = "Divination"
|
||
classes = ("Bard", "Druid", "Ranger")
|
||
|
||
|
||
class SpeakWithDead(Spell):
|
||
"""You grant the semblance of life and intelligence to a corpse of your choice
|
||
within range, allowing it to answer the questions you pose. The corpse must
|
||
still have a mouth and can't be undead. The spell fails if the corpse was the
|
||
target of this spell within the last 10 days.
|
||
|
||
Until the spell ends, you can ask
|
||
the corpse up to five questions. The corpse knows only what it knew in life,
|
||
including the languages it knew. Answers are usually brief, cryptic, or
|
||
repetitive, and the corpse is under no compulsion to offer a truthful answer if
|
||
you are hostile to it or it recognizes you as an enemy. This spell doesn't
|
||
return the creature's soul to its body, only its animating spirit. Thus, the
|
||
corpse can't learn new information, doesn't comprehend anything that has
|
||
happened since it died, and can't speculate about future events.
|
||
"""
|
||
|
||
name = "Speak With Dead"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "10 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "Burning incense"
|
||
duration = "10 minutes"
|
||
ritual = False
|
||
magic_school = "Necromancy"
|
||
classes = ("Bard", "Cleric")
|
||
|
||
|
||
class SpeakWithPlants(Spell):
|
||
"""You imbue plants within 30 feet of you with limited sentience and animation,
|
||
giving them the ability to communicate with you and follow your simple commands.
|
||
You can question plants about events in the spell's area within the past day,
|
||
gaining information about creatures that have passed, weather, and other
|
||
circumstances.
|
||
|
||
You can also turn difficult terrain caused by plant growth (such
|
||
as thickets and undergrowth) into ordinary terrain that lasts for the duration.
|
||
Or you can turn ordinary terrain where plants are present into difficult
|
||
terrain that lasts for the duration, causing vines and branches to hinder
|
||
pursuers, for example.
|
||
|
||
Plants might be able to perform other tasks on your
|
||
behalf, at the DM's discretion. The spell doesn't enable plants to uproot
|
||
themselves and move about, but they can freely move branches, tendrils, and
|
||
stalks.
|
||
|
||
If a plant creature is in the area, you can communicate with it as if
|
||
you shared a common language, but you gain no magical ability to influence it.
|
||
|
||
|
||
This spell can cause the plants created by the entangle spell to release a
|
||
restrained creature.
|
||
"""
|
||
|
||
name = "Speak With Plants"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (30-foot radius)"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Bard", "Druid", "Ranger")
|
||
|
||
|
||
class SpiderClimb(Spell):
|
||
"""Until the spell ends, one willing creature you touch gains the ability to move
|
||
up, down, and across vertical surfaces and upside down along ceilings, while
|
||
leaving its hands free. The target also gains a climbing speed equal to its
|
||
walking speed.
|
||
"""
|
||
|
||
name = "Spider Climb"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "A drop of bitumen and a spider"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class SpikeGrowth(Spell):
|
||
"""The ground in a 20-foot radius centered on a point within range twists and
|
||
sprouts hard spikes and thorns. The area becomes difficult terrain for the
|
||
duration. When a creature moves into or within the area, it takes 2d4 piercing
|
||
damage for every 5 feet it travels.
|
||
|
||
The transformation of the ground is
|
||
camouflaged to look natural. Any creature that can't see the area at the time
|
||
the spell is case must make a Wisdom (Perception) check against your spell save
|
||
DC to recognize the terrain as hazardous before entering it.
|
||
"""
|
||
|
||
name = "Spike Growth"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "150 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "Seven sharp thorns or seven small twigs, each sharpened to a point"
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Druid", "Ranger")
|
||
|
||
|
||
class SpiritGuardians(Spell):
|
||
"""You call forth spirits to protect you.
|
||
They flit around you to a distance of 15
|
||
feet for the duration. If you are good or neutral, their spectral form appears
|
||
angelic or fey (your choice). If you are evil, they appear fiendish.
|
||
|
||
When you
|
||
cast this spell, you can designate any number of creatures you can see to be
|
||
unaffected by it. An affected creature's speed is halved in the area, and when
|
||
the creature enters the area for the first time on a turn or starts its turn
|
||
there, it must make a Wisdom saving throw. On a failed save, the creature takes
|
||
3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
|
||
are evil). On a successful save, the creature takes half as much damage.
|
||
|
||
At
|
||
Higher Levels: When you cast this spell using a spell slot of 4th level or
|
||
higher, the damage increases by 1d8 for each slot level above 3rd.
|
||
"""
|
||
|
||
name = "Spirit Guardians"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "Self (15-foot-radius)"
|
||
components = ("V", "S", "M")
|
||
materials = "A holy symbol"
|
||
duration = "Concentration, up to 10 minutes"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Cleric",)
|
||
|
||
|
||
class SpiritualWeapon(Spell):
|
||
"""You create a floating, spectral weapon within range that lasts for the duration
|
||
or until you cast this spell again.
|
||
When you cast the spell, you can make a
|
||
melee spell attack against a creature within 5 feet of the weapon. On a hit, the
|
||
target takes force damage equal to 1d8 + your spellcasting ability modifier.
|
||
|
||
|
||
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat
|
||
the attack against a creature within 5 feet of it.
|
||
|
||
The weapon can take
|
||
whatever form you choose. Clerics of deities who are associated with a
|
||
particular weapon (as St. Cuthbert is known for his mace and Thor for his
|
||
hammer) make this spell's effect resemble that weapon.
|
||
|
||
**At Higher Levels:** When
|
||
you cast this spell using a spell slot of 3rd level or higher, the damage
|
||
increases by 1d8 for every two slot levels above the 2nd.
|
||
"""
|
||
|
||
name = "Spiritual Weapon"
|
||
level = 2
|
||
casting_time = "1 bonus action"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Cleric",)
|
||
|
||
|
||
class StaggeringSmite(Spell):
|
||
"""The next time you hit a creature with a melee weapon attack during this spell's
|
||
duration, your weapon pierces both body and mind, and the attack deals an extra
|
||
4d6 psychic damage to the target. The target must make a Wisdom saving throw. On
|
||
a failed save, it has disadvantage on attack rolls and ability checks, and
|
||
can't take reactions, until the end of its next turn.
|
||
"""
|
||
|
||
name = "Staggering Smite"
|
||
level = 4
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Self"
|
||
components = ("V",)
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Paladin",)
|
||
|
||
|
||
class SteelWindStrike(Spell):
|
||
"""You flourish the weapon used in the casting and then vanish to strike like the
|
||
wind. Choose up to five creatures you can see within range. Make a melee spell
|
||
attack against each target. On a hit, a target takes 6d10 force damage.
|
||
You can
|
||
then teleport to an unoccupied space you can see within 5 feet of one of the
|
||
targets you hit or missed.
|
||
"""
|
||
|
||
name = "Steel Wind Strike"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ("S", "M")
|
||
materials = "A melee weapon worth at least 1 sp"
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Ranger", "Wizard")
|
||
|
||
|
||
class StinkingCloud(Spell):
|
||
"""You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point
|
||
within range. The cloud spreads around corners, and its area is heavily
|
||
obscured. The cloud lingers in the air for the duration.
|
||
|
||
Each creature that is
|
||
completely within the cloud at the start of its turn must make a Constitution
|
||
saving throw against poison. On a failed save, the creature spends its action
|
||
that turn retching and reeling. Creatures that don't need to breathe or are
|
||
immune to poison automatically succeed on this saving throw.
|
||
|
||
A moderate wind
|
||
(at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind
|
||
(at least 20 miles per hour) disperses it after 1 round.
|
||
"""
|
||
|
||
name = "Stinking Cloud"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "90 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A rotten egg or several skunk cabbage leaves"
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Bard", "Sorcerer", "Wizard")
|
||
|
||
|
||
class StoneShape(Spell):
|
||
"""You touch a stone object of Medium size or smaller or a section of stone no more
|
||
than 5 feet in any dimension and form it into any shape that suits your
|
||
purpose. So, for example, you could shape a large rock into a weapon, idol, or
|
||
coffer, or make a small passage through a wall, as long as the wall is less than
|
||
5 feet thick. You could also shape a stone door or its frame to seal the door
|
||
shut. The object you create can have up to two hinges and a latch, but finer
|
||
mechanical detail isn't possible.
|
||
"""
|
||
|
||
name = "Stone Shape"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"Soft clay, which must be worked into roughly the desired shape of the stone"
|
||
" object"
|
||
)
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Cleric", "Druid", "Wizard")
|
||
|
||
|
||
class Stoneskin(Spell):
|
||
"""This spell turns the flesh of a willing creature you touch as hard as stone.
|
||
Until the spell ends, the target has resistance to nonmagical bludgeoning,
|
||
piercing, and slashing damage.
|
||
"""
|
||
|
||
name = "Stoneskin"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "Diamond dust worth 100 gp, which the spell consumes"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Druid", "Ranger", "Sorcerer", "Wizard")
|
||
|
||
|
||
class StormOfVengeance(Spell):
|
||
"""A churning storm cloud forms, centered on a point you can see and spreading to a
|
||
radius of 360 feet. Lightning flashes in the area, thunder booms, and strong
|
||
winds roar. Each creature under the cloud (no more than 5,000 feet beneath the
|
||
cloud) when it appears must make a Constitution saving throw. On a failed save,
|
||
a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
|
||
|
||
Each
|
||
round you maintain concentration on this spell, the storm produces additional
|
||
effects on your turn.
|
||
|
||
Round 2
|
||
Acidic rain falls from the cloud. Each creature
|
||
and object under the cloud takes 1d6 acid damage.
|
||
|
||
Round 3You call six bolts of
|
||
lightning from the cloud to strike six creatures or objects of your choice
|
||
beneath the cloud. A given creature or object can't be struck by more than one
|
||
bolt. A struck creature must make a Dexterity saving throw. The creature takes
|
||
10d6 lightning damage on a failed save, or half as much damage on a successful
|
||
one.
|
||
|
||
Round 4
|
||
Hailstones rain down from the cloud. Each creature under the cloud
|
||
takes 2d6 bludgeoning damage.
|
||
|
||
Round 5-10
|
||
Gusts and freezing rain assail the
|
||
area under the cloud. the area becomes difficult terrain and is heavily
|
||
obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in
|
||
the area are impossible. The wind and rain count as a severe distraction for the
|
||
purposes of maintaining concentration on spells. Finally, gusts of strong wind
|
||
(ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and
|
||
similar phenomena in the area whether mundane or magical.
|
||
"""
|
||
|
||
name = "Storm Of Vengeance"
|
||
level = 9
|
||
casting_time = "1 action"
|
||
casting_range = "Sight"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Druid",)
|
||
|
||
|
||
class StormSphere(Spell):
|
||
"""A 20-foot-radius sphere of whirling air springs into existence centered on a
|
||
point you choose within range. The sphere remains for the spell's duration. Each
|
||
creature in the sphere when it appears or that ends its turn there must succeed
|
||
on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space
|
||
is difficult terrain.
|
||
Until the spell ends, you can use a bonus action on each
|
||
of your turns to cause a bolt of lightning to leap from the center of the sphere
|
||
toward one creature you choose within 60 feet of the center. Make a ranged
|
||
spell attack. You have advantage on the attack roll if the target is in the
|
||
sphere. On a hit, the target takes 4d6 lightning damage.
|
||
Creatures within 30
|
||
feet of the sphere have disadvantage on Wisdom (Perception) checks made to
|
||
listen.
|
||
At Higher Levels. When you cast this spell using a spell slot of 5th
|
||
level or higher, the damage increases for each of its effects by 1d6 for each
|
||
slot level above 4th.
|
||
"""
|
||
|
||
name = "Storm Sphere"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "150 feet"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Sorcerer", "Wizard")
|
||
|
||
|
||
class Suggestion(Spell):
|
||
"""You suggest a course of activity (limited to a sentence or two) and magically
|
||
influence a creature you can see within range that can hear and understand you.
|
||
Creatures that can't be charmed are immune to this effect. The suggestion must
|
||
be worded in such a manner as to make the course of action sound reasonable.
|
||
Asking the creature to stab itself, throw itself onto a spear, immolate itself,
|
||
or do some other obviously harmful act ends the spell.
|
||
|
||
The target must make a
|
||
Wisdom saving throw. On a failed save, it purses the course of action you
|
||
described to the best of its ability. The suggested course of action can
|
||
continue for the entire duration. If the suggested activity can be completed in
|
||
a shorter time, the spell ends when the subject finishes what it was asked to
|
||
do.
|
||
|
||
You can also specify conditions that will trigger a special activity during
|
||
the duration. For example, you might suggest that a knight give her warhorse to
|
||
the first beggar she meets. If the condition isn't met before the spell
|
||
expires, the activity isn't preformed.
|
||
|
||
If you or any of your companions damage
|
||
the target, the spell ends.
|
||
"""
|
||
|
||
name = "Suggestion"
|
||
level = 2
|
||
casting_time = "1 action"
|
||
casting_range = "30 feet"
|
||
components = ("V", "M")
|
||
materials = (
|
||
"""A snake's tongue and either a bit of honeycomb or a drop of sweet oil"""
|
||
)
|
||
duration = "Concentration, up to 8 hours"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ("Bard", "Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class SummonGreaterDemon(Spell):
|
||
"""You utter foul words, summoning one demon from the chaos of the Abyss. You
|
||
choose the demon's type, which must be one of challenge rating 5 or lower, such
|
||
as a shadow demon or a barlgura. The demon appears in an unoccupied space you
|
||
can see within range, and the demon disappears when it drops to 0 hit points or
|
||
when the spell ends.
|
||
Roll initiative for the demon, which has its own turns.
|
||
When you summon it and on each of your turns thereafter, you can issue a verbal
|
||
command to it (requiring no action on your part), telling it what it must do on
|
||
its next turn. If you issue no command, it spends its turn attacking any
|
||
creature within reach that has attacked it.
|
||
At the end of each of the demon's
|
||
turns, it makes a Charisma saving throw. The demon has disadvantage on this
|
||
saving throw if you say its true name. On a failed save, the demon continues to
|
||
obey you. On a successful save, your control of the demon ends for the rest of
|
||
the duration, and the demon spends its turns pursuing and attacking the nearest
|
||
non-demons to the best of its ability. If you stop concentrating on the spell
|
||
before it reaches its full duration, an uncontrolled demon doesn't disappear for
|
||
1d6 rounds if it still has hit points.
|
||
As part of casting the spell, you can
|
||
form a circle on the ground with the blood used as a material component. The
|
||
circle is large enough to encompass your space. While the spell lasts, the
|
||
summoned demon can't cross the circle or harm it, and it can't target anyone
|
||
within it. Using the material component in this manner consumes it when the
|
||
spell ends.
|
||
|
||
**At Higher Levels:** When you cast this spell using a spell slot of
|
||
5th level or higher, the challenge rating increases by 1 for each slot level
|
||
above 4th.
|
||
"""
|
||
|
||
name = "Summon Greater Demon"
|
||
level = 4
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A vial of blood from a humanoid killed within the past 24 hours"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Warlock", "Wizard")
|
||
|
||
|
||
class SummonLesserDemons(Spell):
|
||
"""You utter foul words, summoning demons from the chaos of the Abyss. Roll on the
|
||
following table to determine what appears.
|
||
d6 / Demons Summoned
|
||
1–2 / Two demons
|
||
of challenge rating 1 or lower
|
||
3–4 / Four demons of challenge rating 1/2 or
|
||
lower
|
||
5–6 / Eight demons of challenge rating 1/4 or lower
|
||
|
||
The DM chooses the
|
||
demons, such as manes or dretches, and you choose the unoccupied spaces you can
|
||
see within range where they appear. A summoned demon disappears when it drops to
|
||
0 hit points or when the spell ends.
|
||
The demons are hostile to all creatures,
|
||
including you. Roll initiative for the summoned demons as a group, which has its
|
||
own turns. The demons pursue and attack the nearest non-demons to the best of
|
||
their ability.
|
||
As part of casting the spell, you can form a circle on the ground
|
||
with the blood used as a material component. The circle is large enough to
|
||
encompass your space. While the spell lasts, the summoned demons can't cross the
|
||
circle or harm it, and they can't target anyone within it. Using the material
|
||
component in this manner consumes it when the spell ends.
|
||
|
||
At Higher Levels:
|
||
When you cast this spell using a spell slot of 6th or 7th level, you summon
|
||
twice as many demons. If you cast it using a spell slot of 8th or 9th level, you
|
||
summon three times as many demons.
|
||
"""
|
||
|
||
name = "Summon Lesser Demons"
|
||
level = 3
|
||
casting_time = "1 action"
|
||
casting_range = "60 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "A vial of blood from a humanoid killed within the past 24 hours"
|
||
duration = "Concentration, up to 1 hour"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Warlock", "Wizard")
|
||
|
||
|
||
class Sunbeam(Spell):
|
||
"""A beam of brilliant light flashes out from your hand in a 5-foot-wide,
|
||
60-foot-line.
|
||
Each creature in the line must make a Constitution saving throw. On a
|
||
failed save, a creature takes 6d8 radiant damage and is blinded until your
|
||
next turn. On a successful save, it takes half as much damage and isn't
|
||
blinded by this spell. Undead and oozes have disadvantage on this saving
|
||
throw.
|
||
|
||
You can create a new line of radiance as your action on any turn until
|
||
the spell ends.
|
||
|
||
|
||
For the duration, a mote of brilliant radiance shines in your hand. It sheds
|
||
bright light in a 30-foot radius and dim light for an additional 30 feet.
|
||
The light is sunlight.
|
||
"""
|
||
|
||
name = "Sunbeam"
|
||
level = 6
|
||
casting_time = "1 action"
|
||
casting_range = "Self (60-foot line)"
|
||
components = ("V", "S", "M")
|
||
materials = "A magnifying glass"
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Druid", "Sorcerer", "Wizard")
|
||
|
||
|
||
class Sunburst(Spell):
|
||
"""Brilliant sunlight flashes in a 60-foot radius centered on a point you choose
|
||
within range.
|
||
Each creature in that light must make a Constitution saving throw.
|
||
On a failed save, a creature takes 12d6 radiant damage and is blinded for 1
|
||
minute. On a successful save, it takes half as much damage and isn't blinded by
|
||
this spell. Undead and oozes have disadvantage on this saving throw.
|
||
|
||
A creature
|
||
blinded by this spell makes another Constitution saving throw at the end of
|
||
each of its turns. On a successful save, it is no longer blinded.
|
||
|
||
This spell
|
||
dispels any darkness in its area that was created by a spell.
|
||
"""
|
||
|
||
name = "Sunburst"
|
||
level = 8
|
||
casting_time = "1 action"
|
||
casting_range = "150 feet"
|
||
components = ("V", "S", "M")
|
||
materials = "Fire and a piece of sunstone"
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Evocation"
|
||
classes = ("Druid", "Sorcerer", "Wizard")
|
||
|
||
|
||
class SwiftQuiver(Spell):
|
||
"""You transmute your quiver so it produces an endless supply of nonmagical
|
||
ammunition, which seems to leap into your hand when you reach for it.
|
||
|
||
On each
|
||
of your turns until the spell ends, you can use a bonus action to make two
|
||
attacks with a weapon that uses ammunition from the quiver. Each time you make
|
||
such a ranged attack, your quiver magically replaces the piece of ammunition you
|
||
used with a similar piece of nonmagical ammunition. Any pieces of ammunition
|
||
created by this spell disintegrate when the spell ends. If the quiver leaves
|
||
your possession, the spell ends.
|
||
"""
|
||
|
||
name = "Swift Quiver"
|
||
level = 5
|
||
casting_time = "1 bonus action"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = "A quiver containing at least one piece of ammunition"
|
||
duration = "Concentration, up to 1 minute"
|
||
ritual = False
|
||
magic_school = "Transmutation"
|
||
classes = ("Ranger",)
|
||
|
||
|
||
class SwordBurst(Spell):
|
||
"""You create a momentary circle of spectral blades that sweep around you.
|
||
Each
|
||
creature within range, other than you, must succeed on a Dexterity saving throw
|
||
or take 1d6 force damage.
|
||
|
||
**At Higher Levels:** This spell's damage increases by
|
||
1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
|
||
"""
|
||
|
||
name = "Sword Burst"
|
||
level = 0
|
||
casting_time = "1 action"
|
||
casting_range = "5 feet"
|
||
components = ("V",)
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Conjuration"
|
||
classes = ("Sorcerer", "Warlock", "Wizard")
|
||
|
||
|
||
class Symbol(Spell):
|
||
"""When you cast this spell, you inscribe a harmful glyph either on a surface (such
|
||
as a section of floor, a wall, or a table) or within an object that can be
|
||
closed to conceal the glyph (such as a book, a scroll, or a treasure chest).
|
||
If
|
||
you choose a surface, the glyph can cover an area of the surface no larger than
|
||
10 feet in diameter. If you choose an object, that object must remain in its
|
||
place; if the object is moved more than 10 feet from where you cast this spell,
|
||
the glyph is broken, and the spell ends without being triggered.
|
||
|
||
The glyph is
|
||
nearly invisible, requiring an Intelligence (Investigation) check against your
|
||
spell save DC to find it.
|
||
|
||
You decide what triggers the glyph when you cast the
|
||
spell. For glyphs inscribed on a surface, the most typical triggers include
|
||
touching or stepping on the glyph, removing another object covering it,
|
||
approaching within a certain distance of it, or manipulating the object that
|
||
holds it. For glyphs inscribed within an object, the most common triggers are
|
||
opening the object, approaching within a certain distance of it, or seeing or
|
||
reading the glyph.
|
||
|
||
You can further refine the trigger so the spell is activated
|
||
only under certain circumstances or according to a creature's physical
|
||
characteristics (such as height or weight), or physical kind (for example, the
|
||
ward could be set to affect hags or shapechangers). You can also specify
|
||
creatures that don't trigger the glyph, such as those who say a certain
|
||
password.
|
||
|
||
When you inscribe the glyph, choose one of the options below for ist
|
||
effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with
|
||
dim light for 10 minutes, after which time the spell ends. Each creature in the
|
||
sphere when the glyph activates is targeted by its effect, as is a creature that
|
||
enters the sphere for the first time on a turn or ends its turn there.
|
||
|
||
Death
|
||
|
||
Each target must make a Constitution saving throw, taking 10d10 necrotic damage
|
||
on a failed save, or half as much damage on a successful save.
|
||
|
||
Discord
|
||
Each
|
||
target must make a Constitution saving throw. On a failed save, a target bickers
|
||
and argues with other creatures for 1 minute. During this time, it is incapable
|
||
of meaningful communication and has disadvantage on attack rolls and ability
|
||
checks.
|
||
Fear
|
||
Each target must make a Wisdom saving throw and becomes frightened
|
||
for 1 minute on a failed save. While frightened, the target drops whatever it is
|
||
holding and must move at least 20 feet away from the glyph on each of ist
|
||
turns, if able.
|
||
|
||
Hopelessness
|
||
Each target must make a Charisma saving throw. On
|
||
a failed save, the target is overwhelmed with despair for 1 minute. During this
|
||
time, it can't attack or target any creature with harmful abilities, spells, or
|
||
other magical effects.
|
||
|
||
Insanity
|
||
Each target must make an Intelligence saving
|
||
throw. On a failed save, the target is driven insane for 1 minute. An insane
|
||
creature can't take actions, can't understand what other creatures say, can't
|
||
read, and speaks only in gibberish. The DM controls its movement, which is
|
||
erratic.
|
||
|
||
Pain
|
||
Each target must make a Constitution saving throw and becomes
|
||
incapacitated with excruciating pain for 1 minute on a failed save.
|
||
|
||
Sleep
|
||
Each
|
||
target must make a Wisdom saving throw and falls unconscious for 10 minutes on a
|
||
failed save. A creature awakens if it takes damage or if someone uses an action
|
||
to shake or slap it awake.
|
||
|
||
Stunning
|
||
Each target must make a Wisdom saving
|
||
throw and becomes stunned for 1 minute on a failed save.
|
||
"""
|
||
|
||
name = "Symbol"
|
||
level = 7
|
||
casting_time = "1 minute"
|
||
casting_range = "Touch"
|
||
components = ("V", "S", "M")
|
||
materials = (
|
||
"Mercury, phosphorus, and powdered diamond and opal with a total value of at"
|
||
" least 1,000 gp, which the spell consumes"
|
||
)
|
||
duration = "Until dispelled or triggered"
|
||
ritual = False
|
||
magic_school = "Abjuration"
|
||
classes = ("Bard", "Cleric", "Wizard")
|
||
|
||
|
||
class SynapticStatic(Spell):
|
||
"""You choose a point within range and cause psychic energy to explode there. Each
|
||
creature in a 20-foot-radius sphere centered on that point must make an
|
||
Intelligence saving throw. A creature with an Intelligence score of 2 or lower
|
||
can't be affected by this spell. A target takes 8d6 psychic damage on a failed
|
||
save, or half as much damage on a successful one.
|
||
After a failed save, a target
|
||
has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts
|
||
the number rolled from all its attack rolls and ability checks, as well as its
|
||
Constitution saving throws to maintain concentration. The target can make an
|
||
Intelligence saving throw at the end of each of its turns, ending the effect on
|
||
itself on a success.
|
||
"""
|
||
|
||
name = "Synaptic Static"
|
||
level = 5
|
||
casting_time = "1 action"
|
||
casting_range = "120 feet"
|
||
components = ("V", "S")
|
||
materials = ""
|
||
duration = "Instantaneous"
|
||
ritual = False
|
||
magic_school = "Enchantment"
|
||
classes = ("Bard", "Sorcerer", "Warlock", "Wizard")
|