@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.
- package/LICENSE.md +41 -41
- package/dist/dying.js +28 -10
- package/dist/page-style.js +631 -631
- package/dist/page.js +6 -6
- package/instructions/import.md +1 -1
- package/instructions/level-up.md +1 -1
- package/instructions/mentor-tutorial.md +1 -1
- package/instructions/quest-ends.md +1 -1
- package/package.json +10 -5
- package/rules/Adventuring.md +228 -228
- package/rules/Beyond 1st Level.md +241 -241
- package/rules/Combat.md +504 -504
- package/rules/Conditions.md +110 -110
- package/rules/Diseases.md +41 -41
- package/rules/Equipment.md +731 -731
- package/rules/Fantasy-Historical Pantheons.md +112 -112
- package/rules/Madness.md +72 -72
- package/rules/Magic Items.md +142 -142
- package/rules/Monsters.md +403 -403
- package/rules/Nonplayer Characters.md +15 -15
- package/rules/Objects.md +40 -40
- package/rules/Poisons.md +64 -64
- package/rules/Races.md +33 -33
- package/rules/Spellcasting.md +225 -225
- package/rules/The Planes of Existence.md +59 -59
- package/rules/Traps.md +170 -170
- package/rules/Using Ability Scores.md +394 -394
- package/versions/srd-5.1/system.yaml +2 -2
- package/words/ar.yaml +533 -533
- package/words/cs.yaml +533 -533
- package/words/da.yaml +533 -533
- package/words/de.yaml +533 -533
- package/words/el.yaml +533 -533
- package/words/en.yaml +20 -20
- package/words/es.yaml +533 -533
- package/words/fi.yaml +533 -533
- package/words/he.yaml +533 -533
- package/words/hi.yaml +533 -533
- package/words/hu.yaml +533 -533
- package/words/is.yaml +533 -533
- package/words/it.yaml +575 -575
- package/words/ja.yaml +533 -533
- package/words/ko.yaml +533 -533
- package/words/nb.yaml +533 -533
- package/words/nl.yaml +533 -533
- package/words/pl.yaml +533 -533
- package/words/pt.yaml +533 -533
- package/words/ro.yaml +533 -533
- package/words/ru.yaml +533 -533
- package/words/sv.yaml +533 -533
- package/words/tr.yaml +533 -533
- package/words/uk.yaml +533 -533
- package/words/zh.yaml +533 -533
- package/world/creatures/Aboleth.md +66 -66
- package/world/creatures/Acolyte.md +37 -37
- package/world/creatures/Adult Black Dragon.md +71 -71
- package/world/creatures/Adult Blue Dragon.md +68 -68
- package/world/creatures/Adult Brass Dragon.md +72 -72
- package/world/creatures/Adult Bronze Dragon.md +80 -80
- package/world/creatures/Adult Copper Dragon.md +72 -72
- package/world/creatures/Adult Gold Dragon.md +80 -80
- package/world/creatures/Adult Green Dragon.md +72 -72
- package/world/creatures/Adult Red Dragon.md +68 -68
- package/world/creatures/Adult Silver Dragon.md +76 -76
- package/world/creatures/Adult White Dragon.md +72 -72
- package/world/creatures/Air Elemental.md +43 -43
- package/world/creatures/Ancient Black Dragon.md +71 -71
- package/world/creatures/Ancient Blue Dragon.md +68 -68
- package/world/creatures/Ancient Brass Dragon.md +77 -77
- package/world/creatures/Ancient Bronze Dragon.md +80 -80
- package/world/creatures/Ancient Copper Dragon.md +77 -77
- package/world/creatures/Ancient Gold Dragon.md +80 -80
- package/world/creatures/Ancient Green Dragon.md +72 -72
- package/world/creatures/Ancient Red Dragon.md +68 -68
- package/world/creatures/Ancient Silver Dragon.md +76 -76
- package/world/creatures/Ancient White Dragon.md +72 -72
- package/world/creatures/Androsphinx.md +83 -83
- package/world/creatures/Animated Armor.md +39 -39
- package/world/creatures/Ankheg.md +31 -31
- package/world/creatures/Ape.md +32 -32
- package/world/creatures/Archmage.md +63 -63
- package/world/creatures/Assassin.md +48 -48
- package/world/creatures/Awakened Shrub.md +34 -34
- package/world/creatures/Awakened Tree.md +35 -35
- package/world/creatures/Axe Beak.md +26 -26
- package/world/creatures/Azer.md +40 -40
- package/world/creatures/Baboon.md +30 -30
- package/world/creatures/Badger.md +31 -31
- package/world/creatures/Balor.md +55 -55
- package/world/creatures/Bandit Captain.md +45 -45
- package/world/creatures/Bandit.md +33 -33
- package/world/creatures/Barbed Devil.md +52 -52
- package/world/creatures/Basilisk.md +35 -35
- package/world/creatures/Bat.md +34 -34
- package/world/creatures/Bearded Devil.md +48 -48
- package/world/creatures/Behir.md +44 -44
- package/world/creatures/Berserker.md +33 -33
- package/world/creatures/Black Bear.md +38 -38
- package/world/creatures/Black Dragon Wyrmling.md +41 -41
- package/world/creatures/Black Pudding.md +46 -46
- package/world/creatures/Blink Dog.md +36 -36
- package/world/creatures/Blood Hawk.md +36 -36
- package/world/creatures/Blue Dragon Wyrmling.md +36 -36
- package/world/creatures/Boar.md +33 -33
- package/world/creatures/Bone Devil.md +47 -47
- package/world/creatures/Brass Dragon Wyrmling.md +40 -40
- package/world/creatures/Bronze Dragon Wyrmling.md +45 -45
- package/world/creatures/Brown Bear.md +38 -38
- package/world/creatures/Bugbear.md +39 -39
- package/world/creatures/Bulette.md +37 -37
- package/world/creatures/Camel.md +24 -24
- package/world/creatures/Cat.md +31 -31
- package/world/creatures/Centaur.md +40 -40
- package/world/creatures/Chain Devil.md +52 -52
- package/world/creatures/Chimera.md +41 -41
- package/world/creatures/Chuul.md +45 -45
- package/world/creatures/Clay Golem.md +52 -52
- package/world/creatures/Cloaker.md +56 -56
- package/world/creatures/Cloud Giant.md +46 -46
- package/world/creatures/Cockatrice.md +26 -26
- package/world/creatures/Commoner.md +27 -27
- package/world/creatures/Constrictor Snake.md +29 -29
- package/world/creatures/Copper Dragon Wyrmling.md +40 -40
- package/world/creatures/Couatl.md +54 -54
- package/world/creatures/Crab.md +33 -33
- package/world/creatures/Crocodile.md +32 -32
- package/world/creatures/Cult Fanatic.md +46 -46
- package/world/creatures/Cultist.md +34 -34
- package/world/creatures/Darkmantle.md +42 -42
- package/world/creatures/Death Dog.md +36 -36
- package/world/creatures/Deep Gnome (Svirfneblin).md +46 -46
- package/world/creatures/Deer.md +24 -24
- package/world/creatures/Deva.md +57 -57
- package/world/creatures/Dire Wolf.md +34 -34
- package/world/creatures/Djinni.md +50 -50
- package/world/creatures/Doppelganger.md +45 -45
- package/world/creatures/Draft Horse.md +24 -24
- package/world/creatures/Dragon Turtle.md +47 -47
- package/world/creatures/Dragonborn.md +58 -58
- package/world/creatures/Dretch.md +39 -39
- package/world/creatures/Drider.md +58 -58
- package/world/creatures/Drow Elf.md +46 -46
- package/world/creatures/Druid (creature).md +41 -41
- package/world/creatures/Dryad.md +53 -53
- package/world/creatures/Duergar.md +45 -45
- package/world/creatures/Dust Mephit.md +42 -42
- package/world/creatures/Dwarf.md +49 -49
- package/world/creatures/Eagle.md +31 -31
- package/world/creatures/Earth Elemental.md +44 -44
- package/world/creatures/Efreeti.md +48 -48
- package/world/creatures/Elephant.md +33 -33
- package/world/creatures/Elf.md +44 -44
- package/world/creatures/Elk.md +32 -32
- package/world/creatures/Erinyes.md +51 -51
- package/world/creatures/Ettercap.md +48 -48
- package/world/creatures/Ettin.md +42 -42
- package/world/creatures/Fire Elemental.md +43 -43
- package/world/creatures/Fire Giant.md +35 -35
- package/world/creatures/Flesh Golem.md +53 -53
- package/world/creatures/Flying Snake.md +34 -34
- package/world/creatures/Flying Sword.md +38 -38
- package/world/creatures/Frog.md +32 -32
- package/world/creatures/Frost Giant.md +35 -35
- package/world/creatures/Gargoyle.md +42 -42
- package/world/creatures/Gelatinous Cube.md +49 -49
- package/world/creatures/Ghast.md +40 -40
- package/world/creatures/Ghost.md +49 -49
- package/world/creatures/Ghoul.md +31 -31
- package/world/creatures/Giant Ape.md +32 -32
- package/world/creatures/Giant Badger.md +37 -37
- package/world/creatures/Giant Bat.md +34 -34
- package/world/creatures/Giant Boar.md +33 -33
- package/world/creatures/Giant Centipede.md +27 -27
- package/world/creatures/Giant Constrictor Snake.md +30 -30
- package/world/creatures/Giant Crab.md +33 -33
- package/world/creatures/Giant Crocodile.md +38 -38
- package/world/creatures/Giant Eagle.md +40 -40
- package/world/creatures/Giant Elk.md +37 -37
- package/world/creatures/Giant Fire Beetle.md +33 -33
- package/world/creatures/Giant Frog.md +40 -40
- package/world/creatures/Giant Goat.md +33 -33
- package/world/creatures/Giant Hyena.md +30 -30
- package/world/creatures/Giant Lizard.md +29 -29
- package/world/creatures/Giant Octopus.md +41 -41
- package/world/creatures/Giant Owl.md +38 -38
- package/world/creatures/Giant Poisonous Snake.md +27 -27
- package/world/creatures/Giant Rat.md +39 -39
- package/world/creatures/Giant Scorpion.md +32 -32
- package/world/creatures/Giant Sea Horse.md +36 -36
- package/world/creatures/Giant Shark.md +38 -38
- package/world/creatures/Giant Spider.md +45 -45
- package/world/creatures/Giant Toad.md +39 -39
- package/world/creatures/Giant Vulture.md +43 -43
- package/world/creatures/Giant Wasp.md +25 -25
- package/world/creatures/Giant Weasel.md +31 -31
- package/world/creatures/Giant Wolf Spider.md +41 -41
- package/world/creatures/Gibbering Mouther.md +41 -41
- package/world/creatures/Glabrezu.md +48 -48
- package/world/creatures/Gladiator.md +49 -49
- package/world/creatures/Gnoll.md +38 -38
- package/world/creatures/Gnome.md +37 -37
- package/world/creatures/Goat.md +32 -32
- package/world/creatures/Goblin.md +36 -36
- package/world/creatures/Gold Dragon Wyrmling.md +45 -45
- package/world/creatures/Gorgon.md +39 -39
- package/world/creatures/Gray Ooze.md +42 -42
- package/world/creatures/Green Dragon Wyrmling.md +42 -42
- package/world/creatures/Green Hag.md +49 -49
- package/world/creatures/Grick.md +39 -39
- package/world/creatures/Griffon.md +38 -38
- package/world/creatures/Grimlock.md +39 -39
- package/world/creatures/Guard.md +29 -29
- package/world/creatures/Guardian Naga.md +55 -55
- package/world/creatures/Gynosphinx.md +72 -72
- package/world/creatures/Half-Elf.md +40 -40
- package/world/creatures/Half-Orc.md +44 -44
- package/world/creatures/Half-Red Dragon Veteran.md +42 -42
- package/world/creatures/Halfling.md +39 -39
- package/world/creatures/Harpy.md +39 -39
- package/world/creatures/Hawk.md +31 -31
- package/world/creatures/Hell Hound.md +40 -40
- package/world/creatures/Hezrou.md +45 -45
- package/world/creatures/High Elf.md +22 -22
- package/world/creatures/Hill Dwarf.md +16 -16
- package/world/creatures/Hill Giant.md +33 -33
- package/world/creatures/Hippogriff.md +37 -37
- package/world/creatures/Hobgoblin.md +35 -35
- package/world/creatures/Homunculus.md +35 -35
- package/world/creatures/Horned Devil.md +49 -49
- package/world/creatures/Human.md +29 -29
- package/world/creatures/Hunter Shark.md +38 -38
- package/world/creatures/Hydra.md +49 -49
- package/world/creatures/Hyena.md +30 -30
- package/world/creatures/Ice Devil.md +56 -56
- package/world/creatures/Ice Mephit.md +45 -45
- package/world/creatures/Imp.md +45 -45
- package/world/creatures/Invisible Stalker.md +42 -42
- package/world/creatures/Iron Golem.md +52 -52
- package/world/creatures/Jackal.md +33 -33
- package/world/creatures/Killer Whale.md +39 -39
- package/world/creatures/Knight.md +48 -48
- package/world/creatures/Kobold.md +37 -37
- package/world/creatures/Kraken.md +70 -70
- package/world/creatures/Lamia.md +46 -46
- package/world/creatures/Lemure.md +37 -37
- package/world/creatures/Lich.md +84 -84
- package/world/creatures/Lightfoot Halfling.md +18 -18
- package/world/creatures/Lion.md +42 -42
- package/world/creatures/Lizard.md +26 -26
- package/world/creatures/Lizardfolk.md +45 -45
- package/world/creatures/Mage.md +47 -47
- package/world/creatures/Magma Mephit.md +45 -45
- package/world/creatures/Magmin.md +37 -37
- package/world/creatures/Mammoth.md +35 -35
- package/world/creatures/Manticore.md +42 -42
- package/world/creatures/Marilith.md +56 -56
- package/world/creatures/Mastiff.md +32 -32
- package/world/creatures/Medusa.md +46 -46
- package/world/creatures/Merfolk.md +32 -32
- package/world/creatures/Merrow.md +42 -42
- package/world/creatures/Mimic.md +46 -46
- package/world/creatures/Minotaur Skeleton.md +38 -38
- package/world/creatures/Minotaur.md +42 -42
- package/world/creatures/Mule.md +32 -32
- package/world/creatures/Mummy Lord.md +83 -83
- package/world/creatures/Mummy.md +38 -38
- package/world/creatures/Nalfeshnee.md +49 -49
- package/world/creatures/Night Hag.md +50 -50
- package/world/creatures/Nightmare.md +39 -39
- package/world/creatures/Noble.md +36 -36
- package/world/creatures/Ochre Jelly.md +42 -42
- package/world/creatures/Octopus.md +41 -41
- package/world/creatures/Ogre Zombie.md +34 -34
- package/world/creatures/Ogre.md +30 -30
- package/world/creatures/Oni.md +53 -53
- package/world/creatures/Orc.md +36 -36
- package/world/creatures/Otyugh.md +42 -42
- package/world/creatures/Owl.md +35 -35
- package/world/creatures/Owlbear.md +38 -38
- package/world/creatures/Panther.md +37 -37
- package/world/creatures/Pegasus.md +28 -28
- package/world/creatures/Phase Spider.md +41 -41
- package/world/creatures/Pit Fiend.md +61 -61
- package/world/creatures/Planetar.md +56 -56
- package/world/creatures/Plesiosaurus.md +32 -32
- package/world/creatures/Poisonous Snake.md +26 -26
- package/world/creatures/Polar Bear.md +38 -38
- package/world/creatures/Pony.md +24 -24
- package/world/creatures/Priest.md +47 -47
- package/world/creatures/Pseudodragon.md +44 -44
- package/world/creatures/Purple Worm.md +42 -42
- package/world/creatures/Quasit.md +44 -44
- package/world/creatures/Quipper.md +36 -36
- package/world/creatures/Rakshasa.md +45 -45
- package/world/creatures/Rat.md +30 -30
- package/world/creatures/Raven.md +31 -31
- package/world/creatures/Red Dragon Wyrmling.md +36 -36
- package/world/creatures/Reef Shark.md +38 -38
- package/world/creatures/Remorhaz.md +39 -39
- package/world/creatures/Rhinoceros.md +30 -30
- package/world/creatures/Riding Horse.md +24 -24
- package/world/creatures/Roc.md +39 -39
- package/world/creatures/Rock Gnome.md +27 -27
- package/world/creatures/Roper.md +48 -48
- package/world/creatures/Rug of Smothering.md +38 -38
- package/world/creatures/Rust Monster.md +39 -39
- package/world/creatures/Saber-Toothed Tiger.md +36 -36
- package/world/creatures/Sahuagin.md +49 -49
- package/world/creatures/Salamander.md +44 -44
- package/world/creatures/Satyr.md +38 -38
- package/world/creatures/Scorpion.md +26 -26
- package/world/creatures/Scout.md +40 -40
- package/world/creatures/Sea Hag.md +46 -46
- package/world/creatures/Sea Horse.md +25 -25
- package/world/creatures/Shadow.md +45 -45
- package/world/creatures/Shambling Mound.md +42 -42
- package/world/creatures/Shield Guardian.md +49 -49
- package/world/creatures/Shrieker.md +31 -31
- package/world/creatures/Silver Dragon Wyrmling.md +39 -39
- package/world/creatures/Skeleton.md +33 -33
- package/world/creatures/Solar.md +77 -77
- package/world/creatures/Specter.md +38 -38
- package/world/creatures/Spider.md +38 -38
- package/world/creatures/Spirit Naga.md +50 -50
- package/world/creatures/Sprite.md +37 -37
- package/world/creatures/Spy.md +42 -42
- package/world/creatures/Steam Mephit.md +40 -40
- package/world/creatures/Stirge.md +29 -29
- package/world/creatures/Stone Giant.md +45 -45
- package/world/creatures/Stone Golem.md +46 -46
- package/world/creatures/Storm Giant.md +51 -51
- package/world/creatures/Succubus-Incubus.md +50 -50
- package/world/creatures/Swarm of Bats.md +39 -39
- package/world/creatures/Swarm of Insects.md +52 -52
- package/world/creatures/Swarm of Poisonous Snakes.md +33 -33
- package/world/creatures/Swarm of Quippers.md +39 -39
- package/world/creatures/Swarm of Rats.md +35 -35
- package/world/creatures/Swarm of Ravens.md +33 -33
- package/world/creatures/Tarrasque.md +78 -78
- package/world/creatures/Thug.md +40 -40
- package/world/creatures/Tiefling.md +40 -40
- package/world/creatures/Tiger.md +37 -37
- package/world/creatures/Treant.md +45 -45
- package/world/creatures/Tribal Warrior.md +33 -33
- package/world/creatures/Triceratops.md +33 -33
- package/world/creatures/Troll.md +42 -42
- package/world/creatures/Tyrannosaurus Rex.md +32 -32
- package/world/creatures/Unicorn.md +71 -71
- package/world/creatures/Vampire Spawn.md +55 -55
- package/world/creatures/Vampire.md +93 -93
- package/world/creatures/Veteran.md +38 -38
- package/world/creatures/Violet Fungus.md +34 -34
- package/world/creatures/Vrock.md +49 -49
- package/world/creatures/Vulture.md +34 -34
- package/world/creatures/Warhorse Skeleton.md +29 -29
- package/world/creatures/Warhorse.md +29 -29
- package/world/creatures/Water Elemental.md +47 -47
- package/world/creatures/Weasel.md +30 -30
- package/world/creatures/Werebear.md +45 -45
- package/world/creatures/Wereboar.md +45 -45
- package/world/creatures/Wererat.md +45 -45
- package/world/creatures/Weretiger.md +51 -51
- package/world/creatures/Werewolf.md +45 -45
- package/world/creatures/White Dragon Wyrmling.md +37 -37
- package/world/creatures/Wight.md +47 -47
- package/world/creatures/Will-o'-Wisp.md +47 -47
- package/world/creatures/Winter Wolf.md +44 -44
- package/world/creatures/Wolf.md +34 -34
- package/world/creatures/Worg.md +35 -35
- package/world/creatures/Wraith.md +41 -41
- package/world/creatures/Wyvern.md +37 -37
- package/world/creatures/Xorn.md +48 -48
- package/world/creatures/Young Black Dragon.md +47 -47
- package/world/creatures/Young Blue Dragon.md +42 -42
- package/world/creatures/Young Brass Dragon.md +46 -46
- package/world/creatures/Young Bronze Dragon.md +51 -51
- package/world/creatures/Young Copper Dragon.md +46 -46
- package/world/creatures/Young Gold Dragon.md +51 -51
- package/world/creatures/Young Green Dragon.md +48 -48
- package/world/creatures/Young Red Dragon.md +42 -42
- package/world/creatures/Young Silver Dragon.md +45 -45
- package/world/creatures/Young White Dragon.md +48 -48
- package/world/creatures/Zombie.md +34 -34
- package/world/items/Abacus.md +6 -6
- package/world/items/Acid.md +9 -9
- package/world/items/Adamantine Armor.md +7 -7
- package/world/items/Alchemist's Fire.md +9 -9
- package/world/items/Alchemist's Supplies.md +8 -8
- package/world/items/Ammunition, +1, +2, or +3.md +7 -7
- package/world/items/Amulet of Health.md +9 -9
- package/world/items/Amulet of Proof against Detection and Location.md +8 -8
- package/world/items/Amulet of the Planes.md +8 -8
- package/world/items/Amulet.md +8 -8
- package/world/items/Animated Shield.md +8 -8
- package/world/items/Antitoxin.md +8 -8
- package/world/items/Apparatus of the Crab.md +38 -38
- package/world/items/Armor of Invulnerability.md +9 -9
- package/world/items/Armor of Resistance.md +16 -16
- package/world/items/Armor of Vulnerability.md +10 -10
- package/world/items/Armor, +1, +2, or +3.md +7 -7
- package/world/items/Arrow of Slaying.md +11 -11
- package/world/items/Arrow-Catching Shield.md +8 -8
- package/world/items/Arrows.md +8 -8
- package/world/items/Backpack.md +6 -6
- package/world/items/Bag of Beans.md +26 -26
- package/world/items/Bag of Devouring.md +13 -13
- package/world/items/Bag of Holding.md +13 -13
- package/world/items/Bag of Tricks.md +52 -52
- package/world/items/Bagpipes.md +8 -8
- package/world/items/Ball Bearings.md +9 -9
- package/world/items/Barding.md +8 -8
- package/world/items/Barrel.md +6 -6
- package/world/items/Basic Poison.md +8 -8
- package/world/items/Basket.md +6 -6
- package/world/items/Battleaxe.md +11 -11
- package/world/items/Bead of Force.md +11 -11
- package/world/items/Bedroll.md +6 -6
- package/world/items/Bell.md +5 -5
- package/world/items/Belt of Dwarvenkind.md +19 -19
- package/world/items/Belt of Giant Strength.md +18 -18
- package/world/items/Berserker Axe.md +12 -12
- package/world/items/Bit and Bridle.md +6 -6
- package/world/items/Blanket.md +6 -6
- package/world/items/Block and Tackle.md +8 -8
- package/world/items/Blowgun Needles.md +8 -8
- package/world/items/Blowgun.md +11 -11
- package/world/items/Book.md +8 -8
- package/world/items/Boots of Elvenkind.md +7 -7
- package/world/items/Boots of Levitation.md +8 -8
- package/world/items/Boots of Speed.md +10 -10
- package/world/items/Boots of Striding and Springing.md +8 -8
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You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
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category: spell
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casting-time: 1 action
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You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
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components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
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This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
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casting-time: 1 action
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components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
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duration: Concentration, up to 1 hour
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concentration: true
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This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
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duration: Concentration, up to 1 minute
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spell-lists: [Druid]
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
|
|
14
|
-
|
|
15
|
-
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
|
|
16
|
-
|
|
17
|
-
***Round 2.*** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
|
|
18
|
-
|
|
19
|
-
***Round 3.*** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
|
|
20
|
-
|
|
21
|
-
***Round 4.*** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
|
|
22
|
-
|
|
23
|
-
***Round 5–10.*** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 9
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Sight
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Druid]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
|
|
14
|
+
|
|
15
|
+
Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
|
|
16
|
+
|
|
17
|
+
***Round 2.*** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
|
|
18
|
+
|
|
19
|
+
***Round 3.*** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
|
|
20
|
+
|
|
21
|
+
***Round 4.*** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
|
|
22
|
+
|
|
23
|
+
***Round 5–10.*** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
|
|
@@ -1,19 +1,19 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 2
|
|
4
|
-
school: enchantment
|
|
5
|
-
casting-time: 1 action
|
|
6
|
-
range: 30 feet
|
|
7
|
-
components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
|
|
8
|
-
duration: Concentration, up to 8 hours
|
|
9
|
-
concentration: true
|
|
10
|
-
spell-lists: [Bard, Sorcerer, Warlock, Wizard]
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
|
|
14
|
-
|
|
15
|
-
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
|
|
16
|
-
|
|
17
|
-
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
|
|
18
|
-
|
|
19
|
-
If you or any of your companions damage the target, the spell ends.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 2
|
|
4
|
+
school: enchantment
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 30 feet
|
|
7
|
+
components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
|
|
8
|
+
duration: Concentration, up to 8 hours
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Bard, Sorcerer, Warlock, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
|
|
14
|
+
|
|
15
|
+
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
|
|
16
|
+
|
|
17
|
+
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
|
|
18
|
+
|
|
19
|
+
If you or any of your companions damage the target, the spell ends.
|
package/world/topics/Sunbeam.md
CHANGED
|
@@ -1,17 +1,17 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 6
|
|
4
|
-
school: evocation
|
|
5
|
-
casting-time: 1 action
|
|
6
|
-
range: Self (60-foot line)
|
|
7
|
-
components: V, S, M (a magnifying glass)
|
|
8
|
-
duration: Concentration, up to 1 minute
|
|
9
|
-
concentration: true
|
|
10
|
-
spell-lists: [Druid, Sorcerer, Wizard]
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
|
|
14
|
-
|
|
15
|
-
You can create a new line of radiance as your action on any turn until the spell ends.
|
|
16
|
-
|
|
17
|
-
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 6
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: Self (60-foot line)
|
|
7
|
+
components: V, S, M (a magnifying glass)
|
|
8
|
+
duration: Concentration, up to 1 minute
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Druid, Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
|
|
14
|
+
|
|
15
|
+
You can create a new line of radiance as your action on any turn until the spell ends.
|
|
16
|
+
|
|
17
|
+
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
|
package/world/topics/Sunburst.md
CHANGED
|
@@ -1,16 +1,16 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 8
|
|
4
|
-
school: evocation
|
|
5
|
-
casting-time: 1 action
|
|
6
|
-
range: 150 feet
|
|
7
|
-
components: V, S, M (fire and a piece of sunstone)
|
|
8
|
-
duration: Instantaneous
|
|
9
|
-
spell-lists: [Druid, Sorcerer, Wizard]
|
|
10
|
-
---
|
|
11
|
-
|
|
12
|
-
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
|
|
13
|
-
|
|
14
|
-
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
|
|
15
|
-
|
|
16
|
-
This spell dispels any darkness in its area that was created by a spell.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 8
|
|
4
|
+
school: evocation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 150 feet
|
|
7
|
+
components: V, S, M (fire and a piece of sunstone)
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Druid, Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
|
|
13
|
+
|
|
14
|
+
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
|
|
15
|
+
|
|
16
|
+
This spell dispels any darkness in its area that was created by a spell.
|
package/world/topics/Symbol.md
CHANGED
|
@@ -1,36 +1,36 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 7
|
|
4
|
-
school: abjuration
|
|
5
|
-
casting-time: 1 minute
|
|
6
|
-
range: Touch
|
|
7
|
-
components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
|
|
8
|
-
duration: Until dispelled or triggered
|
|
9
|
-
spell-lists: [Bard, Cleric, Wizard]
|
|
10
|
-
---
|
|
11
|
-
|
|
12
|
-
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
|
|
13
|
-
|
|
14
|
-
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
|
|
15
|
-
|
|
16
|
-
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
|
|
17
|
-
|
|
18
|
-
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
|
|
19
|
-
|
|
20
|
-
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
|
|
21
|
-
|
|
22
|
-
***Death.*** Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
|
|
23
|
-
|
|
24
|
-
***Discord.*** Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
|
|
25
|
-
|
|
26
|
-
***Fear.*** Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
|
|
27
|
-
|
|
28
|
-
***Hopelessness.*** Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
|
|
29
|
-
|
|
30
|
-
***Insanity.*** Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.
|
|
31
|
-
|
|
32
|
-
***Pain.*** Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
|
|
33
|
-
|
|
34
|
-
***Sleep.*** Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
|
|
35
|
-
|
|
36
|
-
***Stunning.*** Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 7
|
|
4
|
+
school: abjuration
|
|
5
|
+
casting-time: 1 minute
|
|
6
|
+
range: Touch
|
|
7
|
+
components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
|
|
8
|
+
duration: Until dispelled or triggered
|
|
9
|
+
spell-lists: [Bard, Cleric, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
|
|
13
|
+
|
|
14
|
+
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
|
|
15
|
+
|
|
16
|
+
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
|
|
17
|
+
|
|
18
|
+
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
|
|
19
|
+
|
|
20
|
+
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
|
|
21
|
+
|
|
22
|
+
***Death.*** Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
|
|
23
|
+
|
|
24
|
+
***Discord.*** Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
|
|
25
|
+
|
|
26
|
+
***Fear.*** Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
|
|
27
|
+
|
|
28
|
+
***Hopelessness.*** Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
|
|
29
|
+
|
|
30
|
+
***Insanity.*** Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.
|
|
31
|
+
|
|
32
|
+
***Pain.*** Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
|
|
33
|
+
|
|
34
|
+
***Sleep.*** Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
|
|
35
|
+
|
|
36
|
+
***Stunning.*** Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
|
|
@@ -1,23 +1,23 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 5
|
|
4
|
-
school: transmutation
|
|
5
|
-
casting-time: 1 action
|
|
6
|
-
range: 60 feet
|
|
7
|
-
components: V, S
|
|
8
|
-
duration: Concentration, up to 10 minutes
|
|
9
|
-
concentration: true
|
|
10
|
-
spell-lists: [Sorcerer, Wizard]
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
|
|
14
|
-
|
|
15
|
-
***Creature.*** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
|
|
16
|
-
|
|
17
|
-
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
|
|
18
|
-
|
|
19
|
-
***Object.*** You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
|
|
20
|
-
|
|
21
|
-
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
|
|
22
|
-
|
|
23
|
-
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 5
|
|
4
|
+
school: transmutation
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 60 feet
|
|
7
|
+
components: V, S
|
|
8
|
+
duration: Concentration, up to 10 minutes
|
|
9
|
+
concentration: true
|
|
10
|
+
spell-lists: [Sorcerer, Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
|
|
14
|
+
|
|
15
|
+
***Creature.*** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
|
|
16
|
+
|
|
17
|
+
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
|
|
18
|
+
|
|
19
|
+
***Object.*** You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
|
|
20
|
+
|
|
21
|
+
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
|
|
22
|
+
|
|
23
|
+
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
|
|
@@ -1,15 +1,15 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 5
|
|
4
|
-
school: divination
|
|
5
|
-
ritual: true
|
|
6
|
-
casting-time: 1 action
|
|
7
|
-
range: 30 feet
|
|
8
|
-
components: V, S, M (pieces of eggshell from two different kinds of creatures)
|
|
9
|
-
duration: 1 hour
|
|
10
|
-
spell-lists: [Wizard]
|
|
11
|
-
---
|
|
12
|
-
|
|
13
|
-
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
|
|
14
|
-
|
|
15
|
-
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 5
|
|
4
|
+
school: divination
|
|
5
|
+
ritual: true
|
|
6
|
+
casting-time: 1 action
|
|
7
|
+
range: 30 feet
|
|
8
|
+
components: V, S, M (pieces of eggshell from two different kinds of creatures)
|
|
9
|
+
duration: 1 hour
|
|
10
|
+
spell-lists: [Wizard]
|
|
11
|
+
---
|
|
12
|
+
|
|
13
|
+
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
|
|
14
|
+
|
|
15
|
+
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
|
package/world/topics/Teleport.md
CHANGED
|
@@ -1,38 +1,38 @@
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1
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-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 7
|
|
4
|
-
school: conjuration
|
|
5
|
-
casting-time: 1 action
|
|
6
|
-
range: 10 feet
|
|
7
|
-
components: V
|
|
8
|
-
duration: Instantaneous
|
|
9
|
-
spell-lists: [Bard, Sorcerer, Wizard]
|
|
10
|
-
---
|
|
11
|
-
|
|
12
|
-
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
|
|
13
|
-
|
|
14
|
-
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
|
|
15
|
-
|
|
16
|
-
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|
|
17
|
-
|---|---|---|---|---|
|
|
18
|
-
| Permanent circle | — | — | — | 01–100 |
|
|
19
|
-
| Associated object | — | — | — | 01–100 |
|
|
20
|
-
| Very familiar | 01–05 | 06–13 | 14–24 | 25–100 |
|
|
21
|
-
| Seen casually | 01–33 | 34–43 | 44–53 | 54–100 |
|
|
22
|
-
| Viewed once | 01–43 | 44–53 | 54–73 | 74–100 |
|
|
23
|
-
| Description | 01–43 | 44–53 | 54–73 | 74–100 |
|
|
24
|
-
| False destination | 01–50 | 51–100 | — | — |
|
|
25
|
-
|
|
26
|
-
***Familiarity.*** “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
|
|
27
|
-
|
|
28
|
-
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
|
|
29
|
-
|
|
30
|
-
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
|
|
31
|
-
|
|
32
|
-
***On Target.*** You and your group (or the target object) appear where you want to.
|
|
33
|
-
|
|
34
|
-
***Off Target.*** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
|
|
35
|
-
|
|
36
|
-
***Similar Area.*** You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
|
|
37
|
-
|
|
38
|
-
***Mishap.*** The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 7
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 action
|
|
6
|
+
range: 10 feet
|
|
7
|
+
components: V
|
|
8
|
+
duration: Instantaneous
|
|
9
|
+
spell-lists: [Bard, Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
|
|
13
|
+
|
|
14
|
+
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
|
|
15
|
+
|
|
16
|
+
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|
|
17
|
+
|---|---|---|---|---|
|
|
18
|
+
| Permanent circle | — | — | — | 01–100 |
|
|
19
|
+
| Associated object | — | — | — | 01–100 |
|
|
20
|
+
| Very familiar | 01–05 | 06–13 | 14–24 | 25–100 |
|
|
21
|
+
| Seen casually | 01–33 | 34–43 | 44–53 | 54–100 |
|
|
22
|
+
| Viewed once | 01–43 | 44–53 | 54–73 | 74–100 |
|
|
23
|
+
| Description | 01–43 | 44–53 | 54–73 | 74–100 |
|
|
24
|
+
| False destination | 01–50 | 51–100 | — | — |
|
|
25
|
+
|
|
26
|
+
***Familiarity.*** “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
|
|
27
|
+
|
|
28
|
+
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
|
|
29
|
+
|
|
30
|
+
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
|
|
31
|
+
|
|
32
|
+
***On Target.*** You and your group (or the target object) appear where you want to.
|
|
33
|
+
|
|
34
|
+
***Off Target.*** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
|
|
35
|
+
|
|
36
|
+
***Similar Area.*** You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
|
|
37
|
+
|
|
38
|
+
***Mishap.*** The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
|
|
@@ -1,16 +1,16 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 5
|
|
4
|
-
school: conjuration
|
|
5
|
-
casting-time: 1 minute
|
|
6
|
-
range: 10 feet
|
|
7
|
-
components: V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
|
|
8
|
-
duration: 1 round
|
|
9
|
-
spell-lists: [Bard, Sorcerer, Wizard]
|
|
10
|
-
---
|
|
11
|
-
|
|
12
|
-
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
|
|
13
|
-
|
|
14
|
-
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
|
|
15
|
-
|
|
16
|
-
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
|
|
1
|
+
---
|
|
2
|
+
category: spell
|
|
3
|
+
spell-level: 5
|
|
4
|
+
school: conjuration
|
|
5
|
+
casting-time: 1 minute
|
|
6
|
+
range: 10 feet
|
|
7
|
+
components: V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)
|
|
8
|
+
duration: 1 round
|
|
9
|
+
spell-lists: [Bard, Sorcerer, Wizard]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
|
|
13
|
+
|
|
14
|
+
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
|
|
15
|
+
|
|
16
|
+
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
|
|
@@ -1,21 +1,21 @@
|
|
|
1
|
-
---
|
|
2
|
-
category: spell
|
|
3
|
-
spell-level: 0
|
|
4
|
-
school: transmutation
|
|
5
|
-
casting-time: 1 action
|
|
6
|
-
range: 30 feet
|
|
7
|
-
components: V
|
|
8
|
-
duration: Up to 1 minute
|
|
9
|
-
spell-lists: [Cleric]
|
|
10
|
-
---
|
|
11
|
-
|
|
12
|
-
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
|
|
13
|
-
|
|
14
|
-
- Your voice booms up to three times as loud as normal for 1 minute.
|
|
15
|
-
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
|
|
16
|
-
- You cause harmless tremors in the ground for 1 minute.
|
|
17
|
-
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
|
|
18
|
-
- You instantaneously cause an unlocked door or window to fly open or slam shut.
|
|
19
|
-
- You alter the appearance of your eyes for 1 minute.
|
|
20
|
-
|
|
21
|
-
If you cast this spell multiple times, you can have up to three of its 1-minute 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: 30 feet
|
|
7
|
+
components: V
|
|
8
|
+
duration: Up to 1 minute
|
|
9
|
+
spell-lists: [Cleric]
|
|
10
|
+
---
|
|
11
|
+
|
|
12
|
+
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
|
|
13
|
+
|
|
14
|
+
- Your voice booms up to three times as loud as normal for 1 minute.
|
|
15
|
+
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
|
|
16
|
+
- You cause harmless tremors in the ground for 1 minute.
|
|
17
|
+
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
|
|
18
|
+
- You instantaneously cause an unlocked door or window to fly open or slam shut.
|
|
19
|
+
- You alter the appearance of your eyes for 1 minute.
|
|
20
|
+
|
|
21
|
+
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
|