@rpgengine/system-5e 0.11.0 → 0.11.1

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Files changed (41) hide show
  1. package/instructions/adventure.md +1 -1
  2. package/instructions/play.md +1 -1
  3. package/package.json +3 -3
  4. package/world/topics/Antimagic Field.md +5 -5
  5. package/world/topics/Arcane Lock.md +1 -1
  6. package/world/topics/Arcanist's Magic Aura.md +2 -2
  7. package/world/topics/Astral Projection.md +1 -1
  8. package/world/topics/Augury.md +4 -4
  9. package/world/topics/Bestow Curse.md +1 -1
  10. package/world/topics/Clairvoyance.md +1 -1
  11. package/world/topics/Contact Other Plane.md +1 -1
  12. package/world/topics/Contagion.md +1 -1
  13. package/world/topics/Contingency.md +3 -3
  14. package/world/topics/Continual Flame.md +1 -1
  15. package/world/topics/Disintegrate.md +2 -2
  16. package/world/topics/Divine Word.md +1 -1
  17. package/world/topics/Eyebite.md +1 -1
  18. package/world/topics/Feeblemind.md +1 -1
  19. package/world/topics/Find Traps.md +1 -1
  20. package/world/topics/Forbiddance.md +2 -2
  21. package/world/topics/Forcecage.md +1 -1
  22. package/world/topics/Geas.md +1 -1
  23. package/world/topics/Gentle Repose.md +1 -1
  24. package/world/topics/Glyph of Warding.md +2 -2
  25. package/world/topics/Guards and Wards.md +9 -9
  26. package/world/topics/Hallow.md +1 -1
  27. package/world/topics/Imprisonment.md +1 -1
  28. package/world/topics/Instant Summons.md +1 -1
  29. package/world/topics/Knock.md +1 -1
  30. package/world/topics/Legend Lore.md +1 -1
  31. package/world/topics/Locate Creature.md +1 -1
  32. package/world/topics/Magic Jar.md +1 -1
  33. package/world/topics/Mind Blank.md +1 -1
  34. package/world/topics/Modify Memory.md +1 -1
  35. package/world/topics/Planar Binding.md +1 -1
  36. package/world/topics/Prismatic Wall.md +4 -4
  37. package/world/topics/Resilient Sphere.md +1 -1
  38. package/world/topics/Shield (spell).md +1 -1
  39. package/world/topics/Speak with Plants.md +1 -1
  40. package/world/topics/Wall of Force.md +1 -1
  41. package/world/topics/Wish.md +4 -4
@@ -1,4 +1,4 @@
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  In the fifth edition:
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- - A full rest is a long rest: at difficulty normal, two to four fights between two long rests.
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+ - A full rest is a long rest.
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  - Size each fight with rules Combat Encounters. From 11th level, or with many magic items, such as three or four that add to attacks or armor class, count the party a level higher: a rule of this table, not of the SRD, said as ours if the player asks.
@@ -1,7 +1,7 @@
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  ### Fifth edition
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  - Size a fight with the XP budget per character of rules Combat Encounters, at the party's level and as the difficulty says, times the characters: each creature's XP counts once, with no multiplier for their number.
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- - A condition or effect that changes a check is rolled in: disadvantage on Athletics is 2d20kl1+athletics, named Athletics alone: the dice say the rest, and why goes in the question.
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+ - Disadvantage on Athletics is 2d20kl1+athletics, named Athletics alone: the dice say the rest, and why goes in the question.
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  - A roll in brackets: [Persuasion 14 + 3 = 17].
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  - Alignment describes a character, it never limits what the player does.
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  - With a lifestyle set, rooms and meals are paid by it: never charge them.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@rpgengine/system-5e",
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- "version": "0.11.0",
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+ "version": "0.11.1",
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  "description": "A game system for RPG Engine compatible with fifth edition, from the SRD 5.1: its rules, creatures, items, spells, classes and races as pages, and the character's sheet worked out.",
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  "type": "module",
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  "main": "dist/index.js",
@@ -55,8 +55,8 @@
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  "dprint": "^0.58.0",
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  "eslint": "^10.14.0",
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  "fast-check": "^4.10.2",
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- "preact": "^10.29.8",
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- "rpg-engine": "^0.9.1",
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+ "preact": "^11.2.0",
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+ "rpg-engine": "^0.12.0",
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  "typescript": "^6.0.3",
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  "vitest": "^5.0.3",
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  "yaml": "^2.9.1"
@@ -14,18 +14,18 @@ A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divor
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  Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
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- ***Targeted Effects.*** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
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+ ***Targeted Effects.*** Spells and other magical effects, such as *magic missile* and *charm person*, that target a creature or an object in the sphere have no effect on that target.
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- ***Areas of Magic.*** The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
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+ ***Areas of Magic.*** The area of another spell or magical effect, such as *fireball*, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a *wall of fire* are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
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  ***Spells.*** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
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- ***Magic Items.*** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
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+ ***Magic Items.*** The properties and powers of magic items are suppressed in the sphere. For example, a *+1 longsword* in the sphere functions as a nonmagical longsword.
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  A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
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- ***Magical Travel.*** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
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+ ***Magical Travel.*** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the *rope trick* spell, temporarily closes while in the sphere.
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  ***Creatures and Objects.*** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
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- ***Dispel Magic.*** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
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+ ***Dispel Magic.*** Spells and magical effects such as *dispel magic* have no effect on the sphere. Likewise, the spheres created by different *antimagic field* spells don’t nullify each other.
@@ -9,6 +9,6 @@ duration: Until dispelled
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  spell-lists: [Wizard]
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  ---
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- You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
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+ You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes.
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  While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
@@ -13,6 +13,6 @@ You place an illusion on a creature or an object you touch so that divination sp
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  When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
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- ***False Aura.*** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
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+ ***False Aura.*** You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
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- ***Mask.*** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
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+ ***Mask.*** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a *symbol* spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
@@ -17,6 +17,6 @@ Your astral form can freely travel through the Astral Plane and can pass through
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  The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
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- The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.
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+ The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.
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  If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
@@ -12,10 +12,10 @@ spell-lists: [Cleric]
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  By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:
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- - Weal, for good results
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- - Woe, for bad results
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- - Weal and woe, for both good and bad results
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- - Nothing, for results that aren’t especially good or bad
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+ - *Weal*, for good results
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+ - *Woe*, for bad results
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+ - *Weal and woe*, for both good and bad results
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+ - *Nothing*, for results that aren’t especially good or bad
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  The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
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@@ -17,6 +17,6 @@ You touch a creature, and that creature must succeed on a Wisdom saving throw or
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  - While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
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  - While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
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- A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
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+ A *remove curse* spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
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  ***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
@@ -14,4 +14,4 @@ You create an invisible sensor within range in a location familiar to you (a pla
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  When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
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- A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
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+ A creature that can see the sensor (such as a creature benefiting from *see invisibility* or truesight) sees a luminous, intangible orb about the size of your fist.
@@ -10,6 +10,6 @@ duration: 1 minute
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  spell-lists: [Warlock, Wizard]
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  ---
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- You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
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+ You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect.
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  On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
@@ -21,7 +21,7 @@ Since this spell induces a natural disease in its target, any effect that remove
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  ***Flesh Rot.*** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
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- ***Mindfire.*** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
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+ ***Mindfire.*** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the *confusion* spell during combat.
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  ***Seizure.*** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
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@@ -9,8 +9,8 @@ duration: 10 days
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  spell-lists: [Wizard]
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  ---
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- Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
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+ Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a *contingency* cast with *water breathing* might stipulate that *water breathing* comes into effect when you are engulfed in water or a similar liquid.
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- The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
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+ The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then *contingency* ends.
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- The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
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+ The contingent spell takes effect only on you, even if it can normally target others. You can use only one *contingency* spell at a time. If you cast this spell again, the effect of another *contingency* spell on you ends. Also, *contingency* ends on you if its material component is ever not on your person.
@@ -9,4 +9,4 @@ duration: Until dispelled
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  spell-lists: [Cleric, Wizard]
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- A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
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+ A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A *continual flame* can be covered or hidden but not smothered or quenched.
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  spell-lists: [Sorcerer, Wizard]
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- A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
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+ A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by *wall of force*.
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  A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
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- A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
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+ A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell.
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  This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
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@@ -16,4 +16,4 @@ You utter a divine word, imbued with the power that shaped the world at the dawn
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  - 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
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  - 20 hit points or fewer: killed instantly
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- Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
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+ Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a *wish* spell.
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  spell-lists: [Bard, Sorcerer, Warlock, Wizard]
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- For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
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+ For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of *eyebite*.
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  ***Asleep.*** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
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@@ -15,4 +15,4 @@ On a failed save, the creature’s Intelligence and Charisma scores become 1. Th
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  At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
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- The spell can also be ended by greater restoration, heal, or wish.
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+ The spell can also be ended by *greater restoration*, *heal*, or *wish*.
@@ -9,6 +9,6 @@ duration: Instantaneous
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  spell-lists: [Cleric, Druid, Ranger]
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- You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
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+ You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the *alarm* spell, a *glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
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  This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
@@ -10,10 +10,10 @@ duration: 1 day
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  spell-lists: [Cleric]
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- You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
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+ You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the *gate* spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the *plane shift* spell.
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  In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
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  When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
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- The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
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+ The spell’s area can’t overlap with the area of another *forbiddance* spell. If you cast *forbiddance* every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
@@ -19,4 +19,4 @@ When you cast the spell, any creature that is completely inside the cage’s are
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  A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
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- This spell can’t be dispelled by dispel magic.
22
+ This spell can’t be dispelled by *dispel magic*.
@@ -13,6 +13,6 @@ You place a magical command on a creature that you can see within range, forcing
13
13
 
14
14
  You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
15
15
 
16
- You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
16
+ You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it.
17
17
 
18
18
  ***At Higher Levels.*** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
@@ -12,4 +12,4 @@ spell-lists: [Cleric, Wizard]
12
12
 
13
13
  You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
14
14
 
15
- The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
15
+ The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as *raise dead*.
@@ -17,10 +17,10 @@ You decide what triggers the glyph when you cast the spell. For glyphs inscribed
17
17
 
18
18
  You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
19
19
 
20
- When you inscribe the glyph, choose explosive runes or a spell glyph.
20
+ When you inscribe the glyph, choose *explosive runes* or a *spell glyph*.
21
21
 
22
22
  ***Explosive Runes.*** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
23
23
 
24
24
  ***Spell Glyph.*** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
25
25
 
26
- ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
26
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage of an *explosive runes* glyph increases by 1d8 for each slot level above 3rd. If you create a *spell glyph*, you can store any spell of up to the same level as the slot you use for the *glyph of warding*.
@@ -13,22 +13,22 @@ You create a ward that protects up to 2,500 square feet of floor space (an area
13
13
 
14
14
  When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
15
15
 
16
- Guards and wards creates the following effects within the warded area.
16
+ *Guards and wards* creates the following effects within the warded area.
17
17
 
18
18
  ***Corridors.*** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
19
19
 
20
- ***Doors.*** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
20
+ ***Doors.*** All doors in the warded area are magically locked, as if sealed by an *arcane lock* spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the *minor illusion* spell) to make them appear as plain sections of wall.
21
21
 
22
- ***Stairs.*** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
22
+ ***Stairs.*** Webs fill all stairs in the warded area from top to bottom, as the *web* spell. These strands regrow in 10 minutes if they are burned or torn away while *guards and wards* lasts.
23
23
 
24
24
  ***Other Spell Effect.*** You can place your choice of one of the following magical effects within the warded area of the stronghold.
25
25
 
26
- - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
27
- - Place magic mouth in two locations.
28
- - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
29
- - Place a constant gust of wind in one corridor or room.
30
- - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
26
+ - Place *dancing lights* in four corridors. You can designate a simple program that the lights repeat as long as *guards and wards* lasts.
27
+ - Place *magic mouth* in two locations.
28
+ - Place *stinking cloud* in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while *guards and wards* lasts.
29
+ - Place a constant *gust of wind* in one corridor or room.
30
+ - Place a *suggestion* in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
31
31
 
32
- The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
32
+ The whole warded area radiates magic. A *dispel magic* cast on a specific effect, if successful, removes only that effect.
33
33
 
34
34
  You can create a permanently guarded and warded structure by casting this spell there every day for one year.
@@ -9,7 +9,7 @@ duration: Until dispelled
9
9
  spell-lists: [Cleric]
10
10
  ---
11
11
 
12
- You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
12
+ You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a *hallow* spell. The affected area is subject to the following effects.
13
13
 
14
14
  First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
15
15
 
@@ -33,6 +33,6 @@ The special component for this version of the spell is a large, transparent gems
33
33
 
34
34
  ***Ending the Spell.*** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
35
35
 
36
- A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
36
+ A *dispel magic* spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
37
37
 
38
38
  You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
@@ -16,4 +16,4 @@ At any time thereafter, you can use your action to speak the item’s name and c
16
16
 
17
17
  If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
18
18
 
19
- Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
19
+ *Dispel magic* or a similar effect successfully applied to the sapphire ends this spell’s effect.
@@ -13,6 +13,6 @@ Choose an object that you can see within range. The object can be a door, a box,
13
13
 
14
14
  A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
15
15
 
16
- If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
16
+ If you choose a target that is held shut with *arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
17
17
 
18
18
  When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
@@ -11,4 +11,4 @@ spell-lists: [Bard, Cleric, Wizard]
11
11
 
12
12
  Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
13
13
 
14
- The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”
14
+ The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word *Rudnogg* on the lips.”
@@ -12,6 +12,6 @@ spell-lists: [Bard, Cleric, Druid, Paladin, Ranger, Wizard]
12
12
 
13
13
  Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
14
14
 
15
- The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
15
+ The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a *polymorph* spell, this spell doesn’t locate the creature.
16
16
 
17
17
  This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
@@ -11,7 +11,7 @@ spell-lists: [Wizard]
11
11
 
12
12
  Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
13
13
 
14
- You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
14
+ You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a *protection from evil and good* or *magic circle* spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
15
15
 
16
16
  Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.
17
17
 
@@ -9,4 +9,4 @@ duration: 24 hours
9
9
  spell-lists: [Bard, Wizard]
10
10
  ---
11
11
 
12
- Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.
12
+ Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils *wish* spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.
@@ -18,6 +18,6 @@ You must speak to the target to describe how its memories are affected, and it m
18
18
 
19
19
  A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.
20
20
 
21
- A remove curse or greater restoration spell cast on the target restores the creature’s true memory.
21
+ A *remove curse* or *greater restoration* spell cast on the target restores the creature’s true memory.
22
22
 
23
23
  ***At Higher Levels.*** If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
@@ -9,7 +9,7 @@ duration: 24 hours
9
9
  spell-lists: [Bard, Cleric, Druid, Wizard]
10
10
  ---
11
11
 
12
- With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
12
+ With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted *magic circle* in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
13
13
 
14
14
  A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
15
15
 
@@ -15,7 +15,7 @@ The wall sheds bright light out to a range of 100 feet and dim light for an addi
15
15
 
16
16
  The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
17
17
 
18
- The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.
18
+ The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A *rod of cancellation* destroys a *prismatic wall*, but an *antimagic field* has no effect on it.
19
19
 
20
20
  ***1. Red.*** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
21
21
 
@@ -23,12 +23,12 @@ The wall can be destroyed, also one layer at a time, in order from red to violet
23
23
 
24
24
  ***3. Yellow.*** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
25
25
 
26
- ***4. Green.*** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
26
+ ***4. Green.*** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
27
27
 
28
28
  ***5. Blue.*** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
29
29
 
30
30
  ***6. Indigo.*** On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind.
31
31
 
32
- While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
32
+ While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level.
33
33
 
34
- ***7. Violet.*** On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
34
+ ***7. Violet.*** On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects.
@@ -16,4 +16,4 @@ Nothing—not physical objects, energy, or other spell effects—can pass throug
16
16
 
17
17
  The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
18
18
 
19
- A disintegrate spell targeting the globe destroys it without harming anything inside it.
19
+ A *disintegrate* spell targeting the globe destroys it without harming anything inside it.
@@ -10,4 +10,4 @@ duration: 1 round
10
10
  spell-lists: [Sorcerer, Wizard]
11
11
  ---
12
12
 
13
- 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.
13
+ 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*.
@@ -17,4 +17,4 @@ Plants might be able to perform other tasks on your behalf, at the GM’s discre
17
17
 
18
18
  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.
19
19
 
20
- This spell can cause the plants created by the entangle spell to release a restrained creature.
20
+ This spell can cause the plants created by the *entangle* spell to release a restrained creature.
@@ -12,4 +12,4 @@ spell-lists: [Wizard]
12
12
 
13
13
  An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
14
14
 
15
- Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
15
+ Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by *dispel magic*. A *disintegrate* spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
@@ -9,18 +9,18 @@ duration: Instantaneous
9
9
  spell-lists: [Sorcerer, Wizard]
10
10
  ---
11
11
 
12
- Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
12
+ *Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
13
13
 
14
14
  The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
15
15
 
16
16
  Alternatively, you can create one of the following effects of your choice:
17
17
 
18
18
  - You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
19
- - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
19
+ - You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the *greater restoration* spell.
20
20
  - You grant up to ten creatures that you can see resistance to a damage type you choose.
21
21
  - You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
22
- - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
22
+ - You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a *wish* spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
23
23
 
24
- You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
24
+ You might be able to achieve something beyond the scope of the above examples. State your *wish* to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
25
25
 
26
26
  The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.