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dungeon-sheets/dungeonsheets/spells/spells_s.py
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from dungeonsheets.spells.spells import Spell
class SacredFlame(Spell):
"""Flame-like radiance descends on a creature that you can see within range. The
target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
**At Higher Levels:** The
spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).
"""
name = "Sacred Flame"
level = 0
casting_time = "1 action"
casting_range = "60 feet"
components = ("V", "S")
materials = ""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ("Cleric",)
class Sanctuary(Spell):
"""You ward a creature within range against attack.
Until the spell ends, any
creature who targets the warded creature with an attack or a harmful spell must
first make a Wisdom saving throw. On a failed save, the creature must choose a
new target or lose the attack or spell. This spell doesn't protect the warded
creature from area effects, such as the explosion of a fireball.
If the warded
creature makes an attack or casts a spell that affects an enemy creature, this
spell ends.
"""
name = "Sanctuary"
level = 1
casting_time = "1 bonus action"
casting_range = "30 feet"
components = ("V", "S", "M")
materials = "A small silver mirror"
duration = "1 minute"
ritual = False
magic_school = "Abjuration"
classes = ("Cleric",)
class Scatter(Spell):
"""The air quivers around up to five creatures of your choice that you can see
within range. An unwilling creature must succeed on a Wisdom saving throw to
resist this spell. You teleport each affected target to an unoccupied space that
you can see within 120 feet of you. That space must be on the ground or on a
floor.
"""
name = "Scatter"
level = 6
casting_time = "1 action"
casting_range = "30 feet"
components = ("V",)
materials = ""
duration = "Instantaneous"
ritual = False
magic_school = "Conjuration"
classes = ("Sorcerer", "Warlock", "Wizard")
class ScorchingRay(Spell):
"""You create three rays of fire and hurl them at targets within range. You can
hurl them at one target or several. Make a ranged spell attack for each ray. On
a hit, the target takes 2d6 fire damage.
**At Higher Levels:** When you cast this
spell using a spell slot of 3rd level or higher, you create one additional ray
for each slot level above 2nd.
"""
name = "Scorching Ray"
level = 2
casting_time = "1 action"
casting_range = "120 feet"
components = ("V", "S")
materials = ""
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ("Sorcerer", "Wizard")
class Scrying(Spell):
"""You can see and hear a particular creature you choose that is on
the same plane of existence as you. The target must make a W isdom
saving throw, which is modified by how well you know the target
and the sort of physical connection you have to it. If a target
knows you're casting this spell, it can fail the saving throw
voluntarily if it wants to be observed.
**Knowledge - Save Modifier**
- Secondhand (you have heard of the target) - +5
- Firsthand (you have met the target) - +0
- Familiar (you know the target well) - -5
**Connection - Save Modifier**
- Likeness or picture - -2
- Possession or garment - -4
- Body part, lock of hair, bit of nail, or the like - -10
On a successful save, the target isn't affected, and you can't use
this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10
feet of the target. You can see and hear through the sensor as if
you w ere there. The sensor moves with the target, remaining
within 10 feet of it for the duration. A creature that can see
invisible objects sees the sensor as a luminous orb about the size
of your fist.
Instead of targeting a creature, you can choose a location you
have seen before as the target of this spell. When you do, the
sensor appears at that location and doesn't move.
"""
name = "Scrying"
level = 5
casting_time = "10 minutes"
casting_range = "Self"
components = ("V", "S", "M")
materials = (
"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a"
" font filled with holy water"
)
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Divination"
classes = ("Bard", "Cleric", "Druid", "Warlock", "Wizard")
class SearingSmite(Spell):
"""The next time you hit a creature with a melee weapon attack during
the spell's duration, your weapon flares with white-hot
intensitity, and the attack deals an extra 1d6 fire damage to the
target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target
must make a Constitution saving throw. On a failed save, it takes
1d6 fire damage. On a successful save, the spells ends. If the
target or a creature within 5 feet of it uses an action to put out
the flames, or if some other effect douses the flames (such as the
target being submerged in water), the spell ends.
**At Higher Levels:** When you cast this spell using a spell slot
of 2nd level or higher, the initial extra damage dealt by the
attack increases by 1d6 for each slot
"""
name = "Searing Smite"
level = 1
casting_time = "1 bonus action"
casting_range = "Self"
components = ("V",)
materials = ""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Evocation"
classes = ("Paladin",)
class SeeInvisibility(Spell):
"""For the duration, you see invisible creatures and objects as if
they were visible, and you can see into the Ethereal
Plane. Ethereal creatures and objects appear ghostly and
translucent.
"""
name = "See Invisibility"
level = 2
casting_time = "1 action"
casting_range = "Self"
components = ("V", "S", "M")
materials = "A pinch of talc and a small sprinkling of powdered silver"
duration = "1 hour"
ritual = False
magic_school = "Divination"
classes = ("Bard", "Sorcerer", "Wizard")
class Seeming(Spell):
"""This spell allows you to change the appearance of any number of creatures that
you can see within range.
You give each target you choose a new, illusory
appearance. An unwilling target can make a Charisma saving throw, and if it
succeeds, it is unaffected by this spell.
The spell disguises physicial
appearances as well as clothing, armor, weapons, and equipment. You can make
each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween.
You can't change a target's body type, so you must choose a form that has the
same basic arrangement of limbs. Otherwise, the extent of the illusion is up to
you. The spell lasts for the duration, unless you use your action to dismiss it
sooner.
The changes wrought by this spell fail to hold up to physical
inspections. For example, if you use this spell to add a hat to a creature's
outfitm objects pass through the hat, and anyone who touches it would feel
nothing or would feel the creature's head and hair. If you use this spell to
appear thinner then you are, the hand of someone who reaches out to touch you
would bump into you while it was seemingly still in midair.
A creature can use
its action to inspect a target and make an Intelligence (Investigation) check
against your spell save DC. If it succeeds, it becomes aware that the target is
disguised.
"""
name = "Seeming"
level = 5
casting_time = "1 action"
casting_range = "30 feet"
components = ("V", "S")
materials = ""
duration = "8 hours"
ritual = False
magic_school = "Illusion"
classes = ("Bard", "Sorcerer", "Wizard")
class Sending(Spell):
"""You send a short message of twenty-five words or less to a creature with you are
familiar. The creature hears the message in its mind, regonizes you as the
sender if it knows you, and can answer in a like manner immediately. The spell
enables creatures with Intelligence scores of at least 1 to understand the
meaning of your message.
You can send the message across any distance and even
to other planes of existence, but if the target is on a different plane than
you, there is a 5 percent chance that the message doesn't arrive.
"""
name = "Sending"
level = 3
casting_time = "1 action"
casting_range = "Unlimited"
components = ("V", "S", "M")
materials = "A short piece of fine copper wire"
duration = "1 round"
ritual = False
magic_school = "Evocation"
classes = ("Bard", "Cleric", "Wizard")
class Sequester(Spell):
"""By means of this spell, a willing creature of an object can be hidden away, safe
from detection for the duration.
When you cast the spell and touch the target,
it becomes invisible and can't be targeted by divination spells or perceived
through scrying sensors created by the divination of spells.
If the target is a
crreature, it falls into a state of suspended animation. Time ceases to flow
for it, and it doesn't grow older.
You can set a condition for the spell to end
early. The condition can be anything you choose, but it must occur or be
visible within 1 mile of the target. Examples include after 1,000 years or when
the tarrasque awakes. This spells also ends if the target takes any damage.
"""
name = "Sequester"
level = 7
casting_time = "1 action"
casting_range = "Touch"
components = ("V", "S", "M")
materials = (
"A powder composed of diamond, emerald, ruby, and sapphire dust worth at least"
" 5,000 gp, which the spell consumes"
)
duration = "Until dispelled"
ritual = False
magic_school = "Transmutation"
classes = ("Wizard",)
class ShadowBlade(Spell):
"""You weave together threads of shadow to create a sword of solidified gloom in
your hand. This magic sword lasts until the spell ends. It counts as a simple
melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit
and has the finesse, light, and thrown properties (range 20/60). In addition,
when you use the sword to attack a target that is in dim light or darkness, you
make the attack roll with advantage.
If you drop the weapon or throw it, it
dissipates at the end of the turn. Thereafter, while the spell persists, you can
use a bonus action to cause the sword to reappear in your hand.
At Higher
Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the
damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot,
the damage increases to 4d8. When you cast it using a spell slot of 7th level or
higher, the damage increases to 5d8.
"""
name = "Shadow Blade"
level = 2
casting_time = "1 bonus action"
casting_range = "Self"
components = ("V", "S")
materials = ""
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Illusion"
classes = ("Sorcerer", "Warlock", "Wizard")
class ShadowOfMoil(Spell):
"""Flame-like shadows wreathe your body until the spell ends, causing you to become
heavily obscured to others. The shadows turn dim light within 10 feet of you
into darkness, and bright light in the same area to dim light.
Until the spell
ends, you have resistance to radiant damage. In addition, whenever a creature
within 10 feet of you hits you with an attack, the shadows lash out at that
creature, dealing it 2d8 necrotic damage.
"""
name = "Shadow Of Moil"
level = 4
casting_time = "1 action"
casting_range = "Self"
components = ("V", "S", "M")
materials = "An undead eyeball encased in a gem worth at least 150 gp"
duration = "Concentration, up to 1 minute"
ritual = False
magic_school = "Necromancy"
classes = ("Warlock",)
class ShapeWater(Spell):
"""You choose an area of water that you can see within range and that
fits within a 5-foot cube. You manipulate it in one of the
following ways:
- You instantaneously move or otherwise change the flow of the
water as you direct, up to 5 feet in any direction. This
movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at
your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be
changed in the same way throughout. This change lasts for 1
hour.
- You freeze the water, provided that there are no crea- tures in
it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than
two of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.
"""
name = "Shape Water"
level = 0
casting_time = "1 action"
casting_range = "30 feet"
components = ("S",)
materials = ""
duration = "Instantaneous or 1 hour"
ritual = False
magic_school = "Transmutation"
classes = ("Druid", "Sorcerer", "Wizard")
class Shapechange(Spell):
"""You assume the form of a different creature for the duration.
The new form can
be any creature with a challenge rating equal to your level or lower. The
creature can't be a construct or an undead, and you must have seen the sort of
creature at least once. You transform into an average example of that creature,
one without any class levels or the Spellcasting trait.
Your game statistics
are replaced by the statistics of the chosen creature, though you retain your
alignment and Intelligence, Wisdom, and Charisma scores You also retain all of
your skill and saving throw proficiencies, in addition to gaining those of the
creature, If the creature has the same proficiency as you, and the bonus listed
in its statistics is higher than yours, use the creature's bonus in place of
yours. You can't use any legendary actions or lair actions of the new form.
You
assume the hit points and Hit Dice of the new form. When you revert to your
normal, you return to the number of hit points you had before you transformed.
If you revert as a result of dropping to 0 hit points, any excess damage carries
over to your normal form. As long as the excess damage doesn't reduce your
normal form to 0 hitpoints, you aren't knocked unconscious.
You retain the
benefit of any features from your class, race, or other source and can use them,
provided that your new form is physically capable of doing so. You can't use
any special senses you have (for example, darkvision) unless your new form also
has that sense. You can only speak if the creature can normally speak.
When you
transform, you choose whether your equipment falls to the ground, merges into
the new form, or is worn by it. Worn equipment functions as normal. The DM
determines whether it is practical for the new form to wear a piece of
equipment, based on the creature's shape and size. Your equipment doesn't change
shape or size to match the new form, and any equipment that the new form can't
wear must either fall to the ground or merge into your new form. Equipment that
merges has no effect in that state.
During this spell's duration, you can use
your action to assume a different form following the same restrictions and rules
for the original form, with one exception: if your new form has more hit pints
than your current one, your hit points remain at their current value.
"""
name = "Shapechange"
level = 9
casting_time = "1 action"
casting_range = "Self"
components = ("V", "S", "M")
materials = (
"A jade circlet worth at least 1,500 gp, which you must place on your head"
" before you cast the spell"
)
duration = "Concentration, up to 1 hour"
ritual = False
magic_school = "Transmutation"
classes = ("Druid", "Wizard")
class Shatter(Spell):
"""A sudden loud ringing noise, painfully intense, erupts from a point
of your choice within range. Each creature in a 10-foot-radius
sphere centered on that point must make a Constitution saving
throw. A creature takes 3d8 thunder damage on a failed save, or
half as much damage on a successful one. A creature made of
inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes
the damage if it's in the spell's area.
**At Higher Levels:** When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each slot
level above 2nd.
"""
name = "Shatter"
level = 2
casting_time = "1 action"
casting_range = "60 feet"
components = ("V", "S", "M")
materials = "A chip of mica"
duration = "Instantaneous"
ritual = False
magic_school = "Evocation"
classes = ("Bard", "Sorcerer", "Warlock", "Wizard")
class Shield(Spell):
"""An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus to AC,
including against the triggering attack, and you take no damage
from *magic missile*.
"""
name = "Shield"
level = 1
casting_time = (
"1 reaction, which you take when you are hit by an attack or targeted by the"
" magic missile spell."
)
casting_range = "Self"
components = ("V", "S")
materials = ""
duration = "1 round"
ritual = False
magic_school = "Abjuration"
classes = ("Sorcerer", "Wizard")
class ShieldOfFaith(Spell):
"""A shimmering field appears and surrounds a creature of your choice within range,
granting it a +2 bonus to AC for the duration.
"""
name = "Shield Of Faith"
level = 1
casting_time = "1 bonus action"
casting_range = "60 feet"
components = ("V", "S", "M")
materials = "A small parchment with a bit of holy text written on it"
duration = "Concentration, up to 10 minutes"
ritual = False
magic_school = "Abjuration"
classes = ("Cleric", "Paladin")
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
12 / Two demons
of challenge rating 1 or lower
34 / Four demons of challenge rating 1/2 or
lower
56 / 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")