From 70ee61746849634cdc9d76b05987c6797f7a9bae Mon Sep 17 00:00:00 2001 From: unknown117343 <174966515+unknown117343@users.noreply.github.com> Date: Tue, 3 Dec 2024 19:14:14 +0000 Subject: [PATCH] added some more spells --- ...Guild; Ultimate Adventurer's Handbook.json | 1358 ++++++++++++++++- 1 file changed, 1357 insertions(+), 1 deletion(-) diff --git a/collection/DMsGuild; Ultimate Adventurer's Handbook.json b/collection/DMsGuild; Ultimate Adventurer's Handbook.json index 8d56aa2b4..b24aecaef 100755 --- a/collection/DMsGuild; Ultimate Adventurer's Handbook.json +++ b/collection/DMsGuild; Ultimate Adventurer's Handbook.json @@ -2635,6 +2635,1362 @@ "miscTags": [ "SGT" ] - } + }, + { + "name": "Detect Past", + "source": "UltimateAdventure", + "page": 0, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pocket watch or other timekeeping device that can be wound backward" + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "When you cast this spell, you must specify a type of event, such as a murder, a clandestine meeting, a battle, a celebration, or a tragedy, though you are not limited to only these options. You detect any such event that has happened in the past 1 hour within 30 feet of you. You can choose up to one event you detected and view it in its entirety as though you bore witness to it when it happened. The duration of the event and what you see are determined by the DM." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can detect events that have happened further in the past, depending on the slot level: in the past 8 hours with a 4th-level slot, in the past 24 hours with a 5th, in the past 7 days with a 6th, in the past 30 days with a 7th, in the past year with an 8th, and in the past 100 years with a 9th-level slot." + ] + } + ] + }, + { + "name": "Devilsight", + "source": "UltimateAdventure", + "page": 234, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of blood from a devil worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You touch a willing creature and grant it the ability to see through magical darkness. For the duration, that creature has {@sense darkvision} out to a range of 120 feet. Magical darkness doesn't impede this {@sense darkvision}." + ] + }, + { + "name": "Dispel Caster", + "source": "UltimateAdventure", + "page": 234, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a chunk of cold iron worth at least 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You flood curse magicks into a creature you can see within range, attempting to disrupt its connection to the Weave. The target must make a spellcasting ability check against your spell save DC; a creature without a spellcasting ability makes a Constitution check. On a failure, the target becomes subject to this curse until the spell ends, becoming unable to cast spells or use the properties of magic items. Additionally, any magic item that the target is wearing, holding, or carrying loses all of its magic properties and becomes a mundane item of its type until the spell ends.", + "At the end of each of its turns, the target can repeat the ability check against your spell save DC, ending the spell on itself on a success.", + "A remove curse spell cast on the target doesn't immediately end this spell on it. Instead, the creature who cast the {@spell remove curse} must make a spellcasting ability check against your spell save DC. On a success, the spell ends on the target." + ], + "abilityCheck": [ + "constitution" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Dispelling Smite", + "source": "UltimateAdventure", + "page": 234, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The next time you hit a creature with a melee weapon attack before this spell ends, your weapon is surrounded by a shimmering aura of antimagic, and the attack deals an extra {@damage 3d8} force damage to the target. Additionally, if the target is {@status concentration||concentrating} on a spell of 3rd level or lower, the creature's spell ends. If it is {@status concentration||concentrating} on a spell of a higher level, it has disadvantage on the Constitution saving throw it makes to maintain {@status concentration} on the spell caused by taking damage from the attack. Either way, this spell then ends." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Divine Avenger", + "source": "UltimateAdventure", + "page": 234, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "A Huge spectral avenger appears in an unoccupied space of your choice that you can see within range. The spell fails if the space you choose is not large enough to accommodate the avenger. The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than {@spell antimagic field} or {@spell dispel magic}. You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list:", + { + "type": "entries", + "name": "Move", + "entries": [ + "The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a flying speed of 60 feet." + ] + }, + { + "type": "entries", + "name": "Punish", + "entries": [ + "Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point. Each creature other than you in the area must make a Constitution saving throw. A creature takes {@damage 6d6} damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil." + ] + }, + { + "type": "entries", + "name": "Smite", + "entries": [ + "Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a flying speed of 30 feet, then you make a melee spell attack against the target if it's within 5 feet of the avenger. If the attack hits, the target takes {@damage 8d8} damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.", + "If your {@status concentration} ends on this spell due to you being reduced to 0 hit points or dying, the spell doesn't end; instead, you lose control of the spell, which no longer requires your {@status concentration}, and the avenger flares with righteous vengeance until its 1-minute duration expires. While in this state, it focuses on the creature that reduced you to 0 hit points or that killed you, ignoring all other creatures and using its Smite action targeting the creature if the creature is within range of the action's movement, or the Move action toward the closest unoccupied space to the creature if it isn't. When the avenger takes either of these actions while in this state, it moves toward the creature as though the action's flying speed were doubled. Additionally, when it uses its Smite action against the creature while in this state, you make two spell attacks against the target, as described in the action, instead of one. Once the creature is dead, the spell ends." + ] + } + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Divine Conduit", + "source": "UltimateAdventure", + "page": 235, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you transform yourself into an open channel to the Positive Plane, shedding {@quickref Vision and Light||2||bright light} in a 5-foot radius, and {@quickref Vision and Light||2||dim light} for an additional 5 feet for the spell's duration. Until the spell ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to necrotic damage and have resistance to radiant damage.", + "You can use your action to touch a willing creature, granting it temporary hit points equal to {@dice 4d8} + your spellcasting ability modifier. Alternatively, you can forgo the temporary hit points to cure the target of one disease or neutralize one poison affecting it. This benefit has no effect on undead or constructs.", + "You can move across a liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground. You are not affected by the effects of such a liquid unless you choose to be affected by them, even if you are entirely submerged in them. This benefit does not magically grant you the ability to breathe in such liquids if you are entirely submerged in them." + ] + } + ], + "damageResist": [ + "radiant" + ], + "miscTags": [ + "LGT", + "THP" + ] + }, + { + "name": "Drain", + "source": "UltimateAdventure", + "page": 236, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a red ribbon" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Stretching out your hand and pointing your finger at a creature within range, a flash of negative energy briefly connects you to the target. It must succeed on a Constitution saving throw or take {@damage 3d4} necrotic damage, and you gain a number of temporary hit points equal to the damage dealt. You lose any temporary hit points granted by this spell after 1 minute." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d4} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Duel of Destiny", + "source": "UltimateAdventure", + "page": 236, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "Divine energy extends from you to a hostile creature of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed {@quickref Vision and Light||2||bright light} in a 10-foot radius and {@quickref Vision and Light||2||dim light} for an additional 10 feet. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.", + "For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a weapon attack, the attack deals an additional {@damage 1d4} radiant damage.", + "The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends." + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "LGT", + "SGT", + "THP" + ] + }, + { + "name": "Dusk", + "source": "UltimateAdventure", + "page": 236, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a black gemstone worth at least 100 gp", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally {@quickref Vision and Light||2||bright light} become {@quickref Vision and Light||2||dim light}, areas of normally {@quickref Vision and Light||2||dim light} become darkness, and areas of normal darkness become magical darkness.", + "When the cylinder appears, each undead creature within the cylinder gains {@dice 1d12} temporary hit points and each non-undead creature within the cylinder takes {@damage 1d12} necrotic damage. While a non-undead creature is in the cylinder, it takes an additional {@damage 1d12} necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain {@dice 1d12} temporary hit points.", + "If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", + "If the spell's area ever overlaps with the area of a {@spell dawn|XGE} spell, both spells immediately end." + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "LGT", + "THP", + "UBA" + ] + }, + { + "name": "Elemental Ruination", + "source": "UltimateAdventure", + "page": 236, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends." + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Elemental Spike", + "source": "UltimateAdventure", + "page": 236, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a spike of energy from one of the elemental planes and send it careening at a target you can see within range. You choose Air, Earth, Fire, or Water as the plane from which you draw the energy, and then make a ranged spell attack against the target. If the attack hits, it has varying effects based on the plane you chose.", + { + "type": "entries", + "name": "Air", + "entries": [ + "The target takes {@damage 4d8} thunder damage and is pushed 10 feet away from you. Whether the attack hits or misses, the spell emits a thunderous boom audible out to 300 feet." + ] + }, + { + "type": "entries", + "name": "Earth", + "entries": [ + "The target takes {@damage 4d8} force damage and is knocked {@condition prone}." + ] + }, + { + "type": "entries", + "name": "Fire", + "entries": [ + "The target takes {@damage 4d8} fire damage, or half as much if you missed with the attack." + ] + }, + { + "type": "entries", + "name": "Water", + "entries": [ + "The target takes {@damage 4d8} cold damage, and its speed is halved until the start of your next turn." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd. Alternatively, when you cast this spell using spell slots of certain levels, you can choose multiple elemental planes, dealing the damage and imposing the effects of each chosen plane, instead of increasing the spell's damage by {@dice 1d8} for each slot level above 2nd. If you cast this spell using a spell slot of 5th or 6th level, you can choose two planes; if you cast this spell using a 7th or 8th-level spell slot, you can choose three planes; and if you cast this spell using a 9th-level spell slot, the spell gains the effects of all four planes." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "FMV", + "SGT" + ] + }, + { + "name": "Emboldening March", + "source": "UltimateAdventure", + "page": 237, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a musical instrument worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You play a lively march that emboldens your companions. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", + { + "type": "list", + "items": [ + "When a creature within 30 feet who can hear you makes a weapon attack, you can expend a spell-song point to roll {@dice 1d6} and add the result to the attack roll. You must choose to do this after the roll is made but before the DM declares whether the attack is successful or not.", + "When a creature within 30 feet who can hear you deals damage with a weapon attack, you can expend a spell-song point to cause the attack to deal an additional {@damage 1d6} damage.", + "When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to embolden them. The creature gains {@dice 1d6} temporary hit points." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd." + ] + } + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Embrace Destiny", + "source": "UltimateAdventure", + "page": 237, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You look into the future and see a murky vision of things to come. When you cast this spell, roll a {@dice d20} and record the number rolled. Before the spell ends, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost. You lose any foretold roll you have when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you roll and record an additional {@dice d20} for each slot level above 1st. When you replace a roll, you can use any of the foretold rolls you have recorded and lose only the one you use." + ] + } + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Encyclopedia", + "source": "UltimateAdventure", + "page": 237, + "level": 8, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Until the spell ends, when you make an Intelligence check, you can replace the number you roll with a 15. Additionally, you can use an action to observe your surroundings, becoming magically aware of the presence and location of each secret door and trap within 30 feet of you that is within your line of sight." + ] + }, + { + "name": "Enfeebling Dirge", + "source": "UltimateAdventure", + "page": 238, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a musical instrument worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You play a grim dirge that causes your enemies to perseverate on their mortality. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", + { + "type": "list", + "items": [ + "When a creature within 30 feet who can hear you takes damage, you can expend a spell-song point to cause the creature to take {@damage 1d6} necrotic damage. When you do, it can't regain hit points until the end of its next turn.", + "When a creature within 30 feet who can hear you regains hit points, you can expend a spell-song point to roll {@dice 1d12} and subtract that from the hit points regained (to a minimum of 0 hit points regained). If this brings the total hit points regained to 0, the creature is {@condition frightened} of you until the end of its next turn." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "frightened" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Epidemic", + "source": "UltimateAdventure", + "page": 238, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "entries": [ + "You become an incubator for a magical disease. Choose a disease of your choice from any of the ones described below. At the DM's option, you may choose an alternative disease effect, but it should be no more powerful than those described below.", + { + "type": "entries", + "name": "Blinding Sickness", + "entries": [ + "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}." + ] + }, + { + "type": "entries", + "name": "Filth Fever", + "entries": [ + "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." + ] + }, + { + "type": "entries", + "name": "Flesh Rot", + "entries": [ + "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." + ] + }, + { + "type": "entries", + "name": "Mindfire", + "entries": [ + "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat." + ] + }, + { + "type": "entries", + "name": "Seizure", + "entries": [ + "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." + ] + }, + { + "type": "entries", + "name": "Slimy Doom", + "entries": [ + "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn.", + "Until the spell ends, each creature other than you that starts its turn within 30 feet of you unknowingly becomes an infected carrier for the disease. While a creature is an infected carrier, each creature other than you that starts its turn within 30 feet of it unknowingly becomes an infected carrier as well. Symptoms of the disease don't begin to manifest until the spell ends.", + "When you cast this spell, you can designate any number of creatures within 30 feet of you. For 24 hours, those creatures are immune to the chosen disease and can't become infected by it.", + "As an action, you can choose to end the spell early. Once the spell ends, each infected creature must make a Constitution saving throw. A creature makes this saving throw with disadvantage if it's within 30 feet of you. On a failed save, the creature suffers the disease's effects for 24 hours, and must repeat the saving throw at the end of each 24-hour period until it's cured of the disease, extending the disease's effects for another 24 hours and gaining a level of {@condition exhaustion} each time it fails. If a creature succeeds on its saving throw, it is cured of the disease.", + "While it suffers the disease, a creature gains no benefits from taking long rests, other than preventing itself from suffering further levels of {@condition exhaustion} due to lack of sleep. Since this spell creates magical disease, the chosen disease is much more difficult to cure than normal. A heal or power word heal cast on an affected creature instantly cures them of the disease. A creature can also cast {@spell greater restoration} on an affected creature to attempt to cure it; the caster must make a spellcasting ability check against your spell save DC when it casts the spell, curing the target of the disease on a success." + ] + } + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Eruption", + "source": "UltimateAdventure", + "page": 239, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Magma bursts from the ground in a 20-foot radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the radius must make a Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. The ground in the area is considered {@quickref difficult terrain||3} for the duration.", + "Each round you maintain {@status concentration} on this spell, the eruption produces additional effects on your turn.", + { + "type": "entries", + "name": "Round 2", + "entries": [ + "Clumps of dirt and rock dislodged by the explosion fall from the sky. The area in the cylinder becomes {@quickref Vision and Light||2||lightly obscured}. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes {@damage 3d6} bludgeoning damage and becomes {@condition restrained} until the spell ends. On a successful save, it takes half as much damage and isn't {@condition restrained}. A creature {@condition restrained} this way can make a Strength saving throw as an action on its turn, freeing itself on a successful save." + ] + }, + { + "type": "entries", + "name": "Round 3-5", + "entries": [ + "Poisonous volcanic gas floods the area. The area in the cylinder becomes {@quickref Vision and Light||2||heavily obscured}. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes {@damage 1d6} fire damage and {@damage 1d6} poison damage, and is {@condition poisoned} for 1 minute. On a successful save, it takes half as much damage and isn't {@condition poisoned}. If a creature enters the area for the first time in a turn while the gas persists, it becomes subject to the effect. A creature {@condition poisoned} this way makes a Constitution saving throw at the end of each of its turns, ending the condition on a successful save." + ] + }, + { + "type": "entries", + "name": "Round 6-10", + "entries": [ + "The same as Round 3-5, but the targets make their initial Constitution saving throw against the effect each round with advantage." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the radius and height of the cylinder each increase by 10 feet for each slot level above 6th." + ] + } + ], + "miscTags": [ + "OBS", + "SGT" + ] + }, + { + "name": "Evil Eye", + "source": "UltimateAdventure", + "page": 239, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "Choose a creature within range and release a minor curse on them. That creature must succeed on a Wisdom saving throw or gain one of the following afflictions of your choice for the duration of this spell.", + { + "type": "entries", + "name": "Misfortune", + "entries": [ + "Each time the creature makes an ability check, you can choose to give that roll disadvantage. If the creature fails that ability check, this spell ends." + ] + }, + { + "type": "entries", + "name": "Night Terrors", + "entries": [ + "The creature is plagued by paranoia and anxiety, unable to relax or rest. The creature cannot gain any benefits from finishing a short or long rest for the duration." + ] + }, + { + "type": "entries", + "name": "Outcast", + "entries": [ + "The creature provokes distrust and disdain in all it meets while afflicted by this spell. It has disadvantage on all Charisma checks for the duration.", + "A {@spell remove curse} spell ends this effect." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases. With a 3rd or 4th-level spell slot, the duration becomes 8 hours. With a 5th or 6th-level spell slot, the duration becomes 24 hours. With a 7th-level or higher spell slot, the duration becomes permanent until undone by a remove curse spell." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "PRM" + ] + }, + { + "name": "Fertility Rites", + "source": "UltimateAdventure", + "page": 240, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "medicinal herbs worth 10 gp or more, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You perform a rite to enhance fertility and bless the young. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.", + { + "type": "entries", + "name": "Fecundity", + "entries": [ + "You touch two willing creatures, blessing their union. The next time they attempt to conceive an offspring together, and are capable of doing so, they succeed." + ] + }, + { + "type": "entries", + "name": "Good Health", + "entries": [ + "You touch a humanoid who is no more than one year old and pray for its good health. The child has advantage on saving throws against disease until it is 1 year old." + ] + }, + { + "type": "entries", + "name": "Lineage", + "entries": [ + "You touch a willing humanoid who is adolescent or younger and peer into their family history. You learn the identity of the creature's biological parents." + ] + }, + { + "type": "entries", + "name": "Midwifing", + "entries": [ + "You touch a humanoid while it is in labor and bless the birth. The creature will not die as a result of childbirth." + ] + }, + { + "type": "entries", + "name": "Safe Keeping", + "entries": [ + "You touch a pregnant humanoid and abjure their body against harm. The pregnancy cannot be terminated without that creature's consent." + ] + } + ], + "miscTags": [ + "ADV", + "HL" + ] + }, + { + "name": "Find Greater Familiar", + "source": "UltimateAdventure", + "page": 240, + "level": 3, + "school": "C", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You gain the service of a familiar, a spirit that takes a form you choose: blink dog, dust mephit, giant centipede, giant octopus, giant poisonous snake, giant spider, ice mephit, imp, magma mephit, mud mephit, myconid sprout, pseudodragon, smoke mephit, or steam mephit.", + "Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal creature type.", + "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.", + "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is on the same plane as you, you can communicate with it telepathically.", + "Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.", + "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.", + "You can't have more than one familiar at a time, including a familiar created by this spell or by {@spell find familiar}. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.", + "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. You must be able to see your familiar, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Find Vessel", + "source": "UltimateAdventure", + "page": 240, + "level": 3, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a model ship within a bottle" + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You summon a spirit that assumes the form of a waterborne vessel. Appearing in an unoccupied space within range, the spirit takes the form you choose: keelboat or rowboat. The vessel has the statistics provided in the Dungeon Master's Guide for the chosen form. Additionally, the vessel is immune to nonmagical bludgeoning, piercing, and slashing damage.", + "You have advantage on ability checks you make to steer the vessel. While you are aboard the vessel, it responds to your verbal commands, allowing you to ignore the minimum crew number required to operate the vehicle. The vessel's speed, cargo weight limit, and hit points are all doubled. While you have the vessel summoned, you can cast this spell again to restore it to its maximum hit points.", + "The vessel disappears when it drops to 0 hit points or when you dismiss it as an action. When the vessel disappears, it leaves behind any creatures or objects it was carrying. You cannot have more than one vessel summoned by this spell at a time. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you can choose from two additional waterborne vessel shapes for the summoned spirit: longship or sailing ship. When you cast this spell using a spell slot of 7th level or higher, you can choose from another two additional waterborne vessel shapes for the summoned spirit: galley or warship." + ], + "miscTags": [ + "ADV", + "HL", + "OBJ", + "SMN" + ] + }, + { + "name": "Flaming Vortex", + "source": "UltimateAdventure", + "page": 241, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground.", + "While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes {@damage 3d8} fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above.", + "If a creature has taken damage from this spell since the start of your last turn, it can't take damage from the spell again until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast the spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Fool's Gold", + "source": "UltimateAdventure", + "page": 241, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "m": { + "text": "1 gold coin", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you enchant the coin you used as the material component for this spell. At any point before the spell ends, you can summon the coin back to your hand. Doing so ends the spell." + ] + }, + { + "name": "Forecast", + "source": "UltimateAdventure", + "page": 241, + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a glass thermometer and a copper weathervane" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You predict that you're going to cast a spell within the next 24 hours and send your future self the power to cast it. Choose a spell of 5th level or lower that you know or have prepared and that has a casting time of 1 action, then expend a spell slot of the spell's level or higher to forecast it. Once before the spell ends, you can cast the forecasted spell without expending a spell slot, at which time you lose it as your forecasted spell. You also lose the spell as your forecasted spell if you cast this spell again." + ] + }, + { + "name": "Foreshadow", + "source": "UltimateAdventure", + "page": 241, + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a quill pen tipped with wet ink" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "Choose a creature you can see within range, peering into its near future and allowing yourself to see a shadow of its coming actions until the spell ends. The first time each turn that you make an attack roll against the target or it forces you to make a saving throw, you make the roll with advantage. Additionally, the first time each turn that the target makes an attack roll or ability check against you, it makes the roll with disadvantage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can choose one additional creature you can see within range for each slot level above 4th. You gain the effects of the spell against each target." + ] + } + ], + "miscTags": [ + "SGT" + ] + } ] } \ No newline at end of file