@rpgengine/system-5e 1.0.0 → 1.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1186) hide show
  1. package/LICENSE.md +41 -41
  2. package/dist/dying.js +28 -10
  3. package/dist/page-style.js +631 -631
  4. package/dist/page.js +6 -6
  5. package/instructions/import.md +1 -1
  6. package/instructions/level-up.md +1 -1
  7. package/instructions/mentor-tutorial.md +1 -1
  8. package/instructions/quest-ends.md +1 -1
  9. package/package.json +10 -5
  10. package/rules/Adventuring.md +228 -228
  11. package/rules/Beyond 1st Level.md +241 -241
  12. package/rules/Combat.md +504 -504
  13. package/rules/Conditions.md +110 -110
  14. package/rules/Diseases.md +41 -41
  15. package/rules/Equipment.md +731 -731
  16. package/rules/Fantasy-Historical Pantheons.md +112 -112
  17. package/rules/Madness.md +72 -72
  18. package/rules/Magic Items.md +142 -142
  19. package/rules/Monsters.md +403 -403
  20. package/rules/Nonplayer Characters.md +15 -15
  21. package/rules/Objects.md +40 -40
  22. package/rules/Poisons.md +64 -64
  23. package/rules/Races.md +33 -33
  24. package/rules/Spellcasting.md +225 -225
  25. package/rules/The Planes of Existence.md +59 -59
  26. package/rules/Traps.md +170 -170
  27. package/rules/Using Ability Scores.md +394 -394
  28. package/versions/srd-5.1/system.yaml +2 -2
  29. package/words/ar.yaml +533 -533
  30. package/words/cs.yaml +533 -533
  31. package/words/da.yaml +533 -533
  32. package/words/de.yaml +533 -533
  33. package/words/el.yaml +533 -533
  34. package/words/en.yaml +20 -20
  35. package/words/es.yaml +533 -533
  36. package/words/fi.yaml +533 -533
  37. package/words/he.yaml +533 -533
  38. package/words/hi.yaml +533 -533
  39. package/words/hu.yaml +533 -533
  40. package/words/is.yaml +533 -533
  41. package/words/it.yaml +575 -575
  42. package/words/ja.yaml +533 -533
  43. package/words/ko.yaml +533 -533
  44. package/words/nb.yaml +533 -533
  45. package/words/nl.yaml +533 -533
  46. package/words/pl.yaml +533 -533
  47. package/words/pt.yaml +533 -533
  48. package/words/ro.yaml +533 -533
  49. package/words/ru.yaml +533 -533
  50. package/words/sv.yaml +533 -533
  51. package/words/tr.yaml +533 -533
  52. package/words/uk.yaml +533 -533
  53. package/words/zh.yaml +533 -533
  54. package/world/creatures/Aboleth.md +66 -66
  55. package/world/creatures/Acolyte.md +37 -37
  56. package/world/creatures/Adult Black Dragon.md +71 -71
  57. package/world/creatures/Adult Blue Dragon.md +68 -68
  58. package/world/creatures/Adult Brass Dragon.md +72 -72
  59. package/world/creatures/Adult Bronze Dragon.md +80 -80
  60. package/world/creatures/Adult Copper Dragon.md +72 -72
  61. package/world/creatures/Adult Gold Dragon.md +80 -80
  62. package/world/creatures/Adult Green Dragon.md +72 -72
  63. package/world/creatures/Adult Red Dragon.md +68 -68
  64. package/world/creatures/Adult Silver Dragon.md +76 -76
  65. package/world/creatures/Adult White Dragon.md +72 -72
  66. package/world/creatures/Air Elemental.md +43 -43
  67. package/world/creatures/Ancient Black Dragon.md +71 -71
  68. package/world/creatures/Ancient Blue Dragon.md +68 -68
  69. package/world/creatures/Ancient Brass Dragon.md +77 -77
  70. package/world/creatures/Ancient Bronze Dragon.md +80 -80
  71. package/world/creatures/Ancient Copper Dragon.md +77 -77
  72. package/world/creatures/Ancient Gold Dragon.md +80 -80
  73. package/world/creatures/Ancient Green Dragon.md +72 -72
  74. package/world/creatures/Ancient Red Dragon.md +68 -68
  75. package/world/creatures/Ancient Silver Dragon.md +76 -76
  76. package/world/creatures/Ancient White Dragon.md +72 -72
  77. package/world/creatures/Androsphinx.md +83 -83
  78. package/world/creatures/Animated Armor.md +39 -39
  79. package/world/creatures/Ankheg.md +31 -31
  80. package/world/creatures/Ape.md +32 -32
  81. package/world/creatures/Archmage.md +63 -63
  82. package/world/creatures/Assassin.md +48 -48
  83. package/world/creatures/Awakened Shrub.md +34 -34
  84. package/world/creatures/Awakened Tree.md +35 -35
  85. package/world/creatures/Axe Beak.md +26 -26
  86. package/world/creatures/Azer.md +40 -40
  87. package/world/creatures/Baboon.md +30 -30
  88. package/world/creatures/Badger.md +31 -31
  89. package/world/creatures/Balor.md +55 -55
  90. package/world/creatures/Bandit Captain.md +45 -45
  91. package/world/creatures/Bandit.md +33 -33
  92. package/world/creatures/Barbed Devil.md +52 -52
  93. package/world/creatures/Basilisk.md +35 -35
  94. package/world/creatures/Bat.md +34 -34
  95. package/world/creatures/Bearded Devil.md +48 -48
  96. package/world/creatures/Behir.md +44 -44
  97. package/world/creatures/Berserker.md +33 -33
  98. package/world/creatures/Black Bear.md +38 -38
  99. package/world/creatures/Black Dragon Wyrmling.md +41 -41
  100. package/world/creatures/Black Pudding.md +46 -46
  101. package/world/creatures/Blink Dog.md +36 -36
  102. package/world/creatures/Blood Hawk.md +36 -36
  103. package/world/creatures/Blue Dragon Wyrmling.md +36 -36
  104. package/world/creatures/Boar.md +33 -33
  105. package/world/creatures/Bone Devil.md +47 -47
  106. package/world/creatures/Brass Dragon Wyrmling.md +40 -40
  107. package/world/creatures/Bronze Dragon Wyrmling.md +45 -45
  108. package/world/creatures/Brown Bear.md +38 -38
  109. package/world/creatures/Bugbear.md +39 -39
  110. package/world/creatures/Bulette.md +37 -37
  111. package/world/creatures/Camel.md +24 -24
  112. package/world/creatures/Cat.md +31 -31
  113. package/world/creatures/Centaur.md +40 -40
  114. package/world/creatures/Chain Devil.md +52 -52
  115. package/world/creatures/Chimera.md +41 -41
  116. package/world/creatures/Chuul.md +45 -45
  117. package/world/creatures/Clay Golem.md +52 -52
  118. package/world/creatures/Cloaker.md +56 -56
  119. package/world/creatures/Cloud Giant.md +46 -46
  120. package/world/creatures/Cockatrice.md +26 -26
  121. package/world/creatures/Commoner.md +27 -27
  122. package/world/creatures/Constrictor Snake.md +29 -29
  123. package/world/creatures/Copper Dragon Wyrmling.md +40 -40
  124. package/world/creatures/Couatl.md +54 -54
  125. package/world/creatures/Crab.md +33 -33
  126. package/world/creatures/Crocodile.md +32 -32
  127. package/world/creatures/Cult Fanatic.md +46 -46
  128. package/world/creatures/Cultist.md +34 -34
  129. package/world/creatures/Darkmantle.md +42 -42
  130. package/world/creatures/Death Dog.md +36 -36
  131. package/world/creatures/Deep Gnome (Svirfneblin).md +46 -46
  132. package/world/creatures/Deer.md +24 -24
  133. package/world/creatures/Deva.md +57 -57
  134. package/world/creatures/Dire Wolf.md +34 -34
  135. package/world/creatures/Djinni.md +50 -50
  136. package/world/creatures/Doppelganger.md +45 -45
  137. package/world/creatures/Draft Horse.md +24 -24
  138. package/world/creatures/Dragon Turtle.md +47 -47
  139. package/world/creatures/Dragonborn.md +58 -58
  140. package/world/creatures/Dretch.md +39 -39
  141. package/world/creatures/Drider.md +58 -58
  142. package/world/creatures/Drow Elf.md +46 -46
  143. package/world/creatures/Druid (creature).md +41 -41
  144. package/world/creatures/Dryad.md +53 -53
  145. package/world/creatures/Duergar.md +45 -45
  146. package/world/creatures/Dust Mephit.md +42 -42
  147. package/world/creatures/Dwarf.md +49 -49
  148. package/world/creatures/Eagle.md +31 -31
  149. package/world/creatures/Earth Elemental.md +44 -44
  150. package/world/creatures/Efreeti.md +48 -48
  151. package/world/creatures/Elephant.md +33 -33
  152. package/world/creatures/Elf.md +44 -44
  153. package/world/creatures/Elk.md +32 -32
  154. package/world/creatures/Erinyes.md +51 -51
  155. package/world/creatures/Ettercap.md +48 -48
  156. package/world/creatures/Ettin.md +42 -42
  157. package/world/creatures/Fire Elemental.md +43 -43
  158. package/world/creatures/Fire Giant.md +35 -35
  159. package/world/creatures/Flesh Golem.md +53 -53
  160. package/world/creatures/Flying Snake.md +34 -34
  161. package/world/creatures/Flying Sword.md +38 -38
  162. package/world/creatures/Frog.md +32 -32
  163. package/world/creatures/Frost Giant.md +35 -35
  164. package/world/creatures/Gargoyle.md +42 -42
  165. package/world/creatures/Gelatinous Cube.md +49 -49
  166. package/world/creatures/Ghast.md +40 -40
  167. package/world/creatures/Ghost.md +49 -49
  168. package/world/creatures/Ghoul.md +31 -31
  169. package/world/creatures/Giant Ape.md +32 -32
  170. package/world/creatures/Giant Badger.md +37 -37
  171. package/world/creatures/Giant Bat.md +34 -34
  172. package/world/creatures/Giant Boar.md +33 -33
  173. package/world/creatures/Giant Centipede.md +27 -27
  174. package/world/creatures/Giant Constrictor Snake.md +30 -30
  175. package/world/creatures/Giant Crab.md +33 -33
  176. package/world/creatures/Giant Crocodile.md +38 -38
  177. package/world/creatures/Giant Eagle.md +40 -40
  178. package/world/creatures/Giant Elk.md +37 -37
  179. package/world/creatures/Giant Fire Beetle.md +33 -33
  180. package/world/creatures/Giant Frog.md +40 -40
  181. package/world/creatures/Giant Goat.md +33 -33
  182. package/world/creatures/Giant Hyena.md +30 -30
  183. package/world/creatures/Giant Lizard.md +29 -29
  184. package/world/creatures/Giant Octopus.md +41 -41
  185. package/world/creatures/Giant Owl.md +38 -38
  186. package/world/creatures/Giant Poisonous Snake.md +27 -27
  187. package/world/creatures/Giant Rat.md +39 -39
  188. package/world/creatures/Giant Scorpion.md +32 -32
  189. package/world/creatures/Giant Sea Horse.md +36 -36
  190. package/world/creatures/Giant Shark.md +38 -38
  191. package/world/creatures/Giant Spider.md +45 -45
  192. package/world/creatures/Giant Toad.md +39 -39
  193. package/world/creatures/Giant Vulture.md +43 -43
  194. package/world/creatures/Giant Wasp.md +25 -25
  195. package/world/creatures/Giant Weasel.md +31 -31
  196. package/world/creatures/Giant Wolf Spider.md +41 -41
  197. package/world/creatures/Gibbering Mouther.md +41 -41
  198. package/world/creatures/Glabrezu.md +48 -48
  199. package/world/creatures/Gladiator.md +49 -49
  200. package/world/creatures/Gnoll.md +38 -38
  201. package/world/creatures/Gnome.md +37 -37
  202. package/world/creatures/Goat.md +32 -32
  203. package/world/creatures/Goblin.md +36 -36
  204. package/world/creatures/Gold Dragon Wyrmling.md +45 -45
  205. package/world/creatures/Gorgon.md +39 -39
  206. package/world/creatures/Gray Ooze.md +42 -42
  207. package/world/creatures/Green Dragon Wyrmling.md +42 -42
  208. package/world/creatures/Green Hag.md +49 -49
  209. package/world/creatures/Grick.md +39 -39
  210. package/world/creatures/Griffon.md +38 -38
  211. package/world/creatures/Grimlock.md +39 -39
  212. package/world/creatures/Guard.md +29 -29
  213. package/world/creatures/Guardian Naga.md +55 -55
  214. package/world/creatures/Gynosphinx.md +72 -72
  215. package/world/creatures/Half-Elf.md +40 -40
  216. package/world/creatures/Half-Orc.md +44 -44
  217. package/world/creatures/Half-Red Dragon Veteran.md +42 -42
  218. package/world/creatures/Halfling.md +39 -39
  219. package/world/creatures/Harpy.md +39 -39
  220. package/world/creatures/Hawk.md +31 -31
  221. package/world/creatures/Hell Hound.md +40 -40
  222. package/world/creatures/Hezrou.md +45 -45
  223. package/world/creatures/High Elf.md +22 -22
  224. package/world/creatures/Hill Dwarf.md +16 -16
  225. package/world/creatures/Hill Giant.md +33 -33
  226. package/world/creatures/Hippogriff.md +37 -37
  227. package/world/creatures/Hobgoblin.md +35 -35
  228. package/world/creatures/Homunculus.md +35 -35
  229. package/world/creatures/Horned Devil.md +49 -49
  230. package/world/creatures/Human.md +29 -29
  231. package/world/creatures/Hunter Shark.md +38 -38
  232. package/world/creatures/Hydra.md +49 -49
  233. package/world/creatures/Hyena.md +30 -30
  234. package/world/creatures/Ice Devil.md +56 -56
  235. package/world/creatures/Ice Mephit.md +45 -45
  236. package/world/creatures/Imp.md +45 -45
  237. package/world/creatures/Invisible Stalker.md +42 -42
  238. package/world/creatures/Iron Golem.md +52 -52
  239. package/world/creatures/Jackal.md +33 -33
  240. package/world/creatures/Killer Whale.md +39 -39
  241. package/world/creatures/Knight.md +48 -48
  242. package/world/creatures/Kobold.md +37 -37
  243. package/world/creatures/Kraken.md +70 -70
  244. package/world/creatures/Lamia.md +46 -46
  245. package/world/creatures/Lemure.md +37 -37
  246. package/world/creatures/Lich.md +84 -84
  247. package/world/creatures/Lightfoot Halfling.md +18 -18
  248. package/world/creatures/Lion.md +42 -42
  249. package/world/creatures/Lizard.md +26 -26
  250. package/world/creatures/Lizardfolk.md +45 -45
  251. package/world/creatures/Mage.md +47 -47
  252. package/world/creatures/Magma Mephit.md +45 -45
  253. package/world/creatures/Magmin.md +37 -37
  254. package/world/creatures/Mammoth.md +35 -35
  255. package/world/creatures/Manticore.md +42 -42
  256. package/world/creatures/Marilith.md +56 -56
  257. package/world/creatures/Mastiff.md +32 -32
  258. package/world/creatures/Medusa.md +46 -46
  259. package/world/creatures/Merfolk.md +32 -32
  260. package/world/creatures/Merrow.md +42 -42
  261. package/world/creatures/Mimic.md +46 -46
  262. package/world/creatures/Minotaur Skeleton.md +38 -38
  263. package/world/creatures/Minotaur.md +42 -42
  264. package/world/creatures/Mule.md +32 -32
  265. package/world/creatures/Mummy Lord.md +83 -83
  266. package/world/creatures/Mummy.md +38 -38
  267. package/world/creatures/Nalfeshnee.md +49 -49
  268. package/world/creatures/Night Hag.md +50 -50
  269. package/world/creatures/Nightmare.md +39 -39
  270. package/world/creatures/Noble.md +36 -36
  271. package/world/creatures/Ochre Jelly.md +42 -42
  272. package/world/creatures/Octopus.md +41 -41
  273. package/world/creatures/Ogre Zombie.md +34 -34
  274. package/world/creatures/Ogre.md +30 -30
  275. package/world/creatures/Oni.md +53 -53
  276. package/world/creatures/Orc.md +36 -36
  277. package/world/creatures/Otyugh.md +42 -42
  278. package/world/creatures/Owl.md +35 -35
  279. package/world/creatures/Owlbear.md +38 -38
  280. package/world/creatures/Panther.md +37 -37
  281. package/world/creatures/Pegasus.md +28 -28
  282. package/world/creatures/Phase Spider.md +41 -41
  283. package/world/creatures/Pit Fiend.md +61 -61
  284. package/world/creatures/Planetar.md +56 -56
  285. package/world/creatures/Plesiosaurus.md +32 -32
  286. package/world/creatures/Poisonous Snake.md +26 -26
  287. package/world/creatures/Polar Bear.md +38 -38
  288. package/world/creatures/Pony.md +24 -24
  289. package/world/creatures/Priest.md +47 -47
  290. package/world/creatures/Pseudodragon.md +44 -44
  291. package/world/creatures/Purple Worm.md +42 -42
  292. package/world/creatures/Quasit.md +44 -44
  293. package/world/creatures/Quipper.md +36 -36
  294. package/world/creatures/Rakshasa.md +45 -45
  295. package/world/creatures/Rat.md +30 -30
  296. package/world/creatures/Raven.md +31 -31
  297. package/world/creatures/Red Dragon Wyrmling.md +36 -36
  298. package/world/creatures/Reef Shark.md +38 -38
  299. package/world/creatures/Remorhaz.md +39 -39
  300. package/world/creatures/Rhinoceros.md +30 -30
  301. package/world/creatures/Riding Horse.md +24 -24
  302. package/world/creatures/Roc.md +39 -39
  303. package/world/creatures/Rock Gnome.md +27 -27
  304. package/world/creatures/Roper.md +48 -48
  305. package/world/creatures/Rug of Smothering.md +38 -38
  306. package/world/creatures/Rust Monster.md +39 -39
  307. package/world/creatures/Saber-Toothed Tiger.md +36 -36
  308. package/world/creatures/Sahuagin.md +49 -49
  309. package/world/creatures/Salamander.md +44 -44
  310. package/world/creatures/Satyr.md +38 -38
  311. package/world/creatures/Scorpion.md +26 -26
  312. package/world/creatures/Scout.md +40 -40
  313. package/world/creatures/Sea Hag.md +46 -46
  314. package/world/creatures/Sea Horse.md +25 -25
  315. package/world/creatures/Shadow.md +45 -45
  316. package/world/creatures/Shambling Mound.md +42 -42
  317. package/world/creatures/Shield Guardian.md +49 -49
  318. package/world/creatures/Shrieker.md +31 -31
  319. package/world/creatures/Silver Dragon Wyrmling.md +39 -39
  320. package/world/creatures/Skeleton.md +33 -33
  321. package/world/creatures/Solar.md +77 -77
  322. package/world/creatures/Specter.md +38 -38
  323. package/world/creatures/Spider.md +38 -38
  324. package/world/creatures/Spirit Naga.md +50 -50
  325. package/world/creatures/Sprite.md +37 -37
  326. package/world/creatures/Spy.md +42 -42
  327. package/world/creatures/Steam Mephit.md +40 -40
  328. package/world/creatures/Stirge.md +29 -29
  329. package/world/creatures/Stone Giant.md +45 -45
  330. package/world/creatures/Stone Golem.md +46 -46
  331. package/world/creatures/Storm Giant.md +51 -51
  332. package/world/creatures/Succubus-Incubus.md +50 -50
  333. package/world/creatures/Swarm of Bats.md +39 -39
  334. package/world/creatures/Swarm of Insects.md +52 -52
  335. package/world/creatures/Swarm of Poisonous Snakes.md +33 -33
  336. package/world/creatures/Swarm of Quippers.md +39 -39
  337. package/world/creatures/Swarm of Rats.md +35 -35
  338. package/world/creatures/Swarm of Ravens.md +33 -33
  339. package/world/creatures/Tarrasque.md +78 -78
  340. package/world/creatures/Thug.md +40 -40
  341. package/world/creatures/Tiefling.md +40 -40
  342. package/world/creatures/Tiger.md +37 -37
  343. package/world/creatures/Treant.md +45 -45
  344. package/world/creatures/Tribal Warrior.md +33 -33
  345. package/world/creatures/Triceratops.md +33 -33
  346. package/world/creatures/Troll.md +42 -42
  347. package/world/creatures/Tyrannosaurus Rex.md +32 -32
  348. package/world/creatures/Unicorn.md +71 -71
  349. package/world/creatures/Vampire Spawn.md +55 -55
  350. package/world/creatures/Vampire.md +93 -93
  351. package/world/creatures/Veteran.md +38 -38
  352. package/world/creatures/Violet Fungus.md +34 -34
  353. package/world/creatures/Vrock.md +49 -49
  354. package/world/creatures/Vulture.md +34 -34
  355. package/world/creatures/Warhorse Skeleton.md +29 -29
  356. package/world/creatures/Warhorse.md +29 -29
  357. package/world/creatures/Water Elemental.md +47 -47
  358. package/world/creatures/Weasel.md +30 -30
  359. package/world/creatures/Werebear.md +45 -45
  360. package/world/creatures/Wereboar.md +45 -45
  361. package/world/creatures/Wererat.md +45 -45
  362. package/world/creatures/Weretiger.md +51 -51
  363. package/world/creatures/Werewolf.md +45 -45
  364. package/world/creatures/White Dragon Wyrmling.md +37 -37
  365. package/world/creatures/Wight.md +47 -47
  366. package/world/creatures/Will-o'-Wisp.md +47 -47
  367. package/world/creatures/Winter Wolf.md +44 -44
  368. package/world/creatures/Wolf.md +34 -34
  369. package/world/creatures/Worg.md +35 -35
  370. package/world/creatures/Wraith.md +41 -41
  371. package/world/creatures/Wyvern.md +37 -37
  372. package/world/creatures/Xorn.md +48 -48
  373. package/world/creatures/Young Black Dragon.md +47 -47
  374. package/world/creatures/Young Blue Dragon.md +42 -42
  375. package/world/creatures/Young Brass Dragon.md +46 -46
  376. package/world/creatures/Young Bronze Dragon.md +51 -51
  377. package/world/creatures/Young Copper Dragon.md +46 -46
  378. package/world/creatures/Young Gold Dragon.md +51 -51
  379. package/world/creatures/Young Green Dragon.md +48 -48
  380. package/world/creatures/Young Red Dragon.md +42 -42
  381. package/world/creatures/Young Silver Dragon.md +45 -45
  382. package/world/creatures/Young White Dragon.md +48 -48
  383. package/world/creatures/Zombie.md +34 -34
  384. package/world/items/Abacus.md +6 -6
  385. package/world/items/Acid.md +9 -9
  386. package/world/items/Adamantine Armor.md +7 -7
  387. package/world/items/Alchemist's Fire.md +9 -9
  388. package/world/items/Alchemist's Supplies.md +8 -8
  389. package/world/items/Ammunition, +1, +2, or +3.md +7 -7
  390. package/world/items/Amulet of Health.md +9 -9
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  1143. package/world/topics/Suggestion.md +19 -19
  1144. package/world/topics/Sunbeam.md +17 -17
  1145. package/world/topics/Sunburst.md +16 -16
  1146. package/world/topics/Symbol.md +36 -36
  1147. package/world/topics/Telekinesis.md +23 -23
  1148. package/world/topics/Telepathic Bond.md +15 -15
  1149. package/world/topics/Teleport.md +38 -38
  1150. package/world/topics/Teleportation Circle.md +16 -16
  1151. package/world/topics/Thaumaturgy.md +21 -21
  1152. package/world/topics/The Fiend.md +47 -47
  1153. package/world/topics/Thief.md +24 -24
  1154. package/world/topics/Thunderwave.md +16 -16
  1155. package/world/topics/Time Stop.md +14 -14
  1156. package/world/topics/Tiny Hut.md +17 -17
  1157. package/world/topics/Tongues.md +12 -12
  1158. package/world/topics/Transport via Plants.md +12 -12
  1159. package/world/topics/Tree Stride.md +15 -15
  1160. package/world/topics/True Polymorph.md +29 -29
  1161. package/world/topics/True Resurrection.md +16 -16
  1162. package/world/topics/True Seeing.md +12 -12
  1163. package/world/topics/True Strike.md +13 -13
  1164. package/world/topics/Unseen Servant.md +17 -17
  1165. package/world/topics/Vampiric Touch.md +15 -15
  1166. package/world/topics/Vicious Mockery.md +14 -14
  1167. package/world/topics/Wall of Fire.md +19 -19
  1168. package/world/topics/Wall of Force.md +15 -15
  1169. package/world/topics/Wall of Ice.md +19 -19
  1170. package/world/topics/Wall of Stone.md +23 -23
  1171. package/world/topics/Wall of Thorns.md +19 -19
  1172. package/world/topics/Warding Bond.md +14 -14
  1173. package/world/topics/Warlock Spells.md +99 -99
  1174. package/world/topics/Warlock.md +283 -283
  1175. package/world/topics/Water Breathing.md +13 -13
  1176. package/world/topics/Water Walk.md +15 -15
  1177. package/world/topics/Way of the Open Hand.md +25 -25
  1178. package/world/topics/Web.md +21 -21
  1179. package/world/topics/Weird.md +13 -13
  1180. package/world/topics/Wind Walk.md +14 -14
  1181. package/world/topics/Wind Wall.md +17 -17
  1182. package/world/topics/Wish.md +26 -26
  1183. package/world/topics/Wizard Spells.md +239 -239
  1184. package/world/topics/Wizard.md +141 -141
  1185. package/world/topics/Word of Recall.md +14 -14
  1186. package/world/topics/Zone of Truth.md +14 -14
@@ -1,16 +1,16 @@
1
- ---
2
- category: spell
3
- spell-level: 7
4
- school: conjuration
5
- casting-time: 1 action
6
- range: Touch
7
- components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
8
- duration: Instantaneous
9
- spell-lists: [Cleric, Druid, Sorcerer, Warlock, Wizard]
10
- ---
11
-
12
- You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
13
-
14
- Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
15
-
16
- You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
1
+ ---
2
+ category: spell
3
+ spell-level: 7
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: Touch
7
+ components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
8
+ duration: Instantaneous
9
+ spell-lists: [Cleric, Druid, Sorcerer, Warlock, Wizard]
10
+ ---
11
+
12
+ You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.
13
+
14
+ Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
15
+
16
+ You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
@@ -1,18 +1,18 @@
1
- ---
2
- category: spell
3
- spell-level: 3
4
- school: transmutation
5
- casting-time: 1 action or 8 hours
6
- range: 150 feet
7
- components: V, S
8
- duration: Instantaneous
9
- spell-lists: [Bard, Druid, Ranger]
10
- ---
11
-
12
- This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
13
-
14
- If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
15
-
16
- You can exclude one or more areas of any size within the spell’s area from being affected.
17
-
18
- If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
1
+ ---
2
+ category: spell
3
+ spell-level: 3
4
+ school: transmutation
5
+ casting-time: 1 action or 8 hours
6
+ range: 150 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Bard, Druid, Ranger]
10
+ ---
11
+
12
+ This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
13
+
14
+ If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
15
+
16
+ You can exclude one or more areas of any size within the spell’s area from being affected.
17
+
18
+ If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
@@ -1,14 +1,14 @@
1
- ---
2
- category: spell
3
- spell-level: 0
4
- school: conjuration
5
- casting-time: 1 action
6
- range: 10 feet
7
- components: V, S
8
- duration: Instantaneous
9
- spell-lists: [Druid, Sorcerer, Warlock, Wizard]
10
- ---
11
-
12
- You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
13
-
14
- This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
1
+ ---
2
+ category: spell
3
+ spell-level: 0
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: 10 feet
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Druid, Sorcerer, Warlock, Wizard]
10
+ ---
11
+
12
+ You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
13
+
14
+ This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
@@ -1,21 +1,21 @@
1
- ---
2
- category: spell
3
- spell-level: 4
4
- school: transmutation
5
- casting-time: 1 action
6
- range: 60 feet
7
- components: V, S, M (a caterpillar cocoon)
8
- duration: Concentration, up to 1 hour
9
- concentration: true
10
- spell-lists: [Bard, Druid, Sorcerer, Wizard]
11
- ---
12
-
13
- This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
14
-
15
- The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
16
-
17
- The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
18
-
19
- The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
20
-
21
- The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
1
+ ---
2
+ category: spell
3
+ spell-level: 4
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V, S, M (a caterpillar cocoon)
8
+ duration: Concentration, up to 1 hour
9
+ concentration: true
10
+ spell-lists: [Bard, Druid, Sorcerer, Wizard]
11
+ ---
12
+
13
+ This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
14
+
15
+ The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
16
+
17
+ The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
18
+
19
+ The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
20
+
21
+ The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
@@ -1,12 +1,12 @@
1
- ---
2
- category: spell
3
- spell-level: 9
4
- school: enchantment
5
- casting-time: 1 action
6
- range: 60 feet
7
- components: V
8
- duration: Instantaneous
9
- spell-lists: [Bard, Sorcerer, Warlock, Wizard]
10
- ---
11
-
12
- You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
1
+ ---
2
+ category: spell
3
+ spell-level: 9
4
+ school: enchantment
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V
8
+ duration: Instantaneous
9
+ spell-lists: [Bard, Sorcerer, Warlock, Wizard]
10
+ ---
11
+
12
+ You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
@@ -1,14 +1,14 @@
1
- ---
2
- category: spell
3
- spell-level: 8
4
- school: enchantment
5
- casting-time: 1 action
6
- range: 60 feet
7
- components: V
8
- duration: Instantaneous
9
- spell-lists: [Bard, Sorcerer, Warlock, Wizard]
10
- ---
11
-
12
- You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
13
-
14
- The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
1
+ ---
2
+ category: spell
3
+ spell-level: 8
4
+ school: enchantment
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V
8
+ duration: Instantaneous
9
+ spell-lists: [Bard, Sorcerer, Warlock, Wizard]
10
+ ---
11
+
12
+ You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
13
+
14
+ The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
@@ -1,14 +1,14 @@
1
- ---
2
- category: spell
3
- spell-level: 2
4
- school: evocation
5
- casting-time: 10 minutes
6
- range: 30 feet
7
- components: V
8
- duration: Instantaneous
9
- spell-lists: [Cleric]
10
- ---
11
-
12
- Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
13
-
14
- ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
1
+ ---
2
+ category: spell
3
+ spell-level: 2
4
+ school: evocation
5
+ casting-time: 10 minutes
6
+ range: 30 feet
7
+ components: V
8
+ duration: Instantaneous
9
+ spell-lists: [Cleric]
10
+ ---
11
+
12
+ Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
13
+
14
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
@@ -1,21 +1,21 @@
1
- ---
2
- category: spell
3
- spell-level: 0
4
- school: transmutation
5
- casting-time: 1 action
6
- range: 10 feet
7
- components: V, S
8
- duration: Up to 1 hour
9
- spell-lists: [Bard, Sorcerer, Warlock, Wizard]
10
- ---
11
-
12
- This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
13
-
14
- - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
15
- - You instantaneously light or snuff out a candle, a torch, or a small campfire.
16
- - You instantaneously clean or soil an object no larger than 1 cubic foot.
17
- - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
18
- - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
19
- - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
20
-
21
- If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1
+ ---
2
+ category: spell
3
+ spell-level: 0
4
+ school: transmutation
5
+ casting-time: 1 action
6
+ range: 10 feet
7
+ components: V, S
8
+ duration: Up to 1 hour
9
+ spell-lists: [Bard, Sorcerer, Warlock, Wizard]
10
+ ---
11
+
12
+ This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
13
+
14
+ - You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
15
+ - You instantaneously light or snuff out a candle, a torch, or a small campfire.
16
+ - You instantaneously clean or soil an object no larger than 1 cubic foot.
17
+ - You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
18
+ - You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
19
+ - You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
20
+
21
+ If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
@@ -1,28 +1,28 @@
1
- ---
2
- category: spell
3
- spell-level: 7
4
- school: evocation
5
- casting-time: 1 action
6
- range: Self (60-foot cone)
7
- components: V, S
8
- duration: Instantaneous
9
- spell-lists: [Sorcerer, Wizard]
10
- ---
11
-
12
- Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
13
-
14
- ***1. Red.*** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
15
-
16
- ***2. Orange.*** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
17
-
18
- ***3. Yellow.*** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
19
-
20
- ***4. Green.*** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
21
-
22
- ***5. Blue.*** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
23
-
24
- ***6. Indigo.*** On a failed save, the target 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 target collects three of a kind.
25
-
26
- ***7. Violet.*** On a failed save, the target 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 existence 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.)
27
-
28
- ***8. Special.*** The target is struck by two rays. Roll twice more, rerolling any 8.
1
+ ---
2
+ category: spell
3
+ spell-level: 7
4
+ school: evocation
5
+ casting-time: 1 action
6
+ range: Self (60-foot cone)
7
+ components: V, S
8
+ duration: Instantaneous
9
+ spell-lists: [Sorcerer, Wizard]
10
+ ---
11
+
12
+ Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
13
+
14
+ ***1. Red.*** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
15
+
16
+ ***2. Orange.*** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
17
+
18
+ ***3. Yellow.*** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
19
+
20
+ ***4. Green.*** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
21
+
22
+ ***5. Blue.*** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
23
+
24
+ ***6. Indigo.*** On a failed save, the target 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 target collects three of a kind.
25
+
26
+ ***7. Violet.*** On a failed save, the target 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 existence 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.)
27
+
28
+ ***8. Special.*** The target is struck by two rays. Roll twice more, rerolling any 8.
@@ -1,34 +1,34 @@
1
- ---
2
- category: spell
3
- spell-level: 9
4
- school: abjuration
5
- casting-time: 1 action
6
- range: 60 feet
7
- components: V, S
8
- duration: 10 minutes
9
- spell-lists: [Wizard]
10
- ---
11
-
12
- A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
13
-
14
- The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
15
-
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
-
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
-
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
-
22
- ***2. Orange.*** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
23
-
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
-
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
-
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
-
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
-
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
-
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.
1
+ ---
2
+ category: spell
3
+ spell-level: 9
4
+ school: abjuration
5
+ casting-time: 1 action
6
+ range: 60 feet
7
+ components: V, S
8
+ duration: 10 minutes
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
13
+
14
+ The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
15
+
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
+
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
+
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
+
22
+ ***2. Orange.*** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
23
+
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
+
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
+
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
+
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
+
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
+
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.
@@ -1,25 +1,25 @@
1
- ---
2
- category: spell
3
- spell-level: 4
4
- school: abjuration
5
- casting-time: 10 minutes
6
- range: 120 feet
7
- components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
8
- duration: 24 hours
9
- spell-lists: [Wizard]
10
- ---
11
-
12
- You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
13
-
14
- When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
15
-
16
- - Sound can’t pass through the barrier at the edge of the warded area.
17
- - The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
18
- - Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
19
- - Creatures in the area can’t be targeted by divination spells.
20
- - Nothing can teleport into or out of the warded area.
21
- - Planar travel is blocked within the warded area.
22
-
23
- Casting this spell on the same spot every day for a year makes this effect permanent.
24
-
25
- ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
1
+ ---
2
+ category: spell
3
+ spell-level: 4
4
+ school: abjuration
5
+ casting-time: 10 minutes
6
+ range: 120 feet
7
+ components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
8
+ duration: 24 hours
9
+ spell-lists: [Wizard]
10
+ ---
11
+
12
+ You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
13
+
14
+ When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
15
+
16
+ - Sound can’t pass through the barrier at the edge of the warded area.
17
+ - The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
18
+ - Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
19
+ - Creatures in the area can’t be targeted by divination spells.
20
+ - Nothing can teleport into or out of the warded area.
21
+ - Planar travel is blocked within the warded area.
22
+
23
+ Casting this spell on the same spot every day for a year makes this effect permanent.
24
+
25
+ ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
@@ -1,16 +1,16 @@
1
- ---
2
- category: spell
3
- spell-level: 0
4
- school: conjuration
5
- casting-time: 1 action
6
- range: Self
7
- components: V, S
8
- duration: 10 minutes
9
- spell-lists: [Druid]
10
- ---
11
-
12
- A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
13
-
14
- You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
15
-
16
- This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1
+ ---
2
+ category: spell
3
+ spell-level: 0
4
+ school: conjuration
5
+ casting-time: 1 action
6
+ range: Self
7
+ components: V, S
8
+ duration: 10 minutes
9
+ spell-lists: [Druid]
10
+ ---
11
+
12
+ A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
13
+
14
+ You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
15
+
16
+ This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
@@ -1,18 +1,18 @@
1
- ---
2
- category: spell
3
- spell-level: 6
4
- school: illusion
5
- casting-time: 1 action
6
- range: 120 feet
7
- components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
8
- duration: Until dispelled
9
- spell-lists: [Bard, Wizard]
10
- ---
11
-
12
- You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
13
-
14
- When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
15
-
16
- The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
17
-
18
- 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, and any noise it makes sounds hollow to the creature.
1
+ ---
2
+ category: spell
3
+ spell-level: 6
4
+ school: illusion
5
+ casting-time: 1 action
6
+ range: 120 feet
7
+ components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
8
+ duration: Until dispelled
9
+ spell-lists: [Bard, Wizard]
10
+ ---
11
+
12
+ You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
13
+
14
+ When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
15
+
16
+ The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
17
+
18
+ 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, and any noise it makes sounds hollow to the creature.
@@ -1,19 +1,19 @@
1
- ---
2
- category: spell
3
- spell-level: 7
4
- school: illusion
5
- casting-time: 1 action
6
- range: 500 miles
7
- components: V, S, M (a small replica of you made from materials worth at least 5 gp)
8
- duration: Concentration, up to 1 day
9
- concentration: true
10
- spell-lists: [Bard, Wizard]
11
- ---
12
-
13
- You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
14
-
15
- You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
16
-
17
- You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
18
-
19
- 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, and any noise it makes sounds hollow to the creature.
1
+ ---
2
+ category: spell
3
+ spell-level: 7
4
+ school: illusion
5
+ casting-time: 1 action
6
+ range: 500 miles
7
+ components: V, S, M (a small replica of you made from materials worth at least 5 gp)
8
+ duration: Concentration, up to 1 day
9
+ concentration: true
10
+ spell-lists: [Bard, Wizard]
11
+ ---
12
+
13
+ You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
14
+
15
+ You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
16
+
17
+ You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
18
+
19
+ 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, and any noise it makes sounds hollow to the creature.
@@ -1,13 +1,13 @@
1
- ---
2
- category: spell
3
- spell-level: 3
4
- school: abjuration
5
- casting-time: 1 action
6
- range: Touch
7
- components: V, S
8
- duration: Concentration, up to 1 hour
9
- concentration: true
10
- spell-lists: [Cleric, Druid, Ranger, Sorcerer, Wizard]
11
- ---
12
-
13
- For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
1
+ ---
2
+ category: spell
3
+ spell-level: 3
4
+ school: abjuration
5
+ casting-time: 1 action
6
+ range: Touch
7
+ components: V, S
8
+ duration: Concentration, up to 1 hour
9
+ concentration: true
10
+ spell-lists: [Cleric, Druid, Ranger, Sorcerer, Wizard]
11
+ ---
12
+
13
+ For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.