From fa87a23bcbd3cc5fd2add206db4a6993ef237b30 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Mon, 18 Sep 2023 12:13:56 +0100 Subject: [PATCH] chore: clean --- .../MCDM Productions; Kingdoms & Warfare.json | 8 +- .../Dungeon Dad; Dungeon Dad Statblocks.json | 170 +- ...lesTasty; Kibbles' Casting Compendium.json | 4787 ++++++++--------- 3 files changed, 2482 insertions(+), 2483 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index 27e8f6f375..033aad2ab6 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -7304,7 +7304,7 @@ "type": "item", "name": "\"Dig!\"", "entries": [ - "As an action, choose a space containing an opposed fortification and remove this unit from the battlefield. On the unit’s next activation, the target fortification takes {@dice 2d6} damage and this unit breaks as though it were in that space." + "As an action, choose a space containing an opposed fortification and remove this unit from the battlefield. On the unit's next activation, the target fortification takes {@dice 2d6} damage and this unit breaks as though it were in that space." ] }, { @@ -7332,7 +7332,7 @@ "type": "item", "name": "Dragonkin", "entries": [ - "If there is an allied dragon in the battle or if this unit’s commander has some sort of draconic ancestry, this unit has advantage on Attack tests, Command tests, and Morale tests." + "If there is an allied dragon in the battle or if this unit's commander has some sort of draconic ancestry, this unit has advantage on Attack tests, Command tests, and Morale tests." ] }, { @@ -7353,7 +7353,7 @@ "type": "item", "name": "Embiggen", "entries": [ - "As a reaction to activating, this unit’s size increases to 8. Its casualty die becomes a d8 and is incremented twice. Until the end of its activation, the unit has advantage on Attack tests and Power tests. This unit can use this trait only once per battle." + "As a reaction to activating, this unit's size increases to 8. Its casualty die becomes a d8 and is incremented twice. Until the end of its activation, the unit has advantage on Attack tests and Power tests. This unit can use this trait only once per battle." ] }, { @@ -7367,7 +7367,7 @@ "type": "item", "name": "Ethereal", "entries": [ - "This unit has +1 to movement. It can move through other units, but only if it can end its movement in an empty space. Other units do not gain bonuses to Defense from fortifications against this unit’s attacks." + "This unit has +1 to movement. It can move through other units, but only if it can end its movement in an empty space. Other units do not gain bonuses to Defense from fortifications against this unit's attacks." ] }, { diff --git a/creature/Dungeon Dad; Dungeon Dad Statblocks.json b/creature/Dungeon Dad; Dungeon Dad Statblocks.json index b61d8f6c1d..ba53fe61fc 100644 --- a/creature/Dungeon Dad; Dungeon Dad Statblocks.json +++ b/creature/Dungeon Dad; Dungeon Dad Statblocks.json @@ -2316,7 +2316,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -2520,7 +2520,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -2781,7 +2781,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -3038,7 +3038,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -3307,7 +3307,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -3582,7 +3582,7 @@ "name": "Relentless", "type": "entries", "entries": [ - "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority—at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." + "They are entirely without mercy, pity, or compassion for any other creature. As they mature, each answers only to those more powerful than themselves, so slaughter kings are the highest kython authority\u2014at least so far. Given time, the kythons may grow into new forms that are even more specialised and powerful." ] }, { @@ -5753,7 +5753,7 @@ { "name": "Frigid", "entries": [ - "A hit from a xixecal's melee attack induces numbing cold and forces the target to make a {@dc 20} Constitution saving throw. On a failed save, the target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.", + "A hit from a xixecal's melee attack induces numbing cold and forces the target to make a {@dc 20} Constitution saving throw. On a failed save, the target's speed is halved, it takes a \u22122 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.", "If the creature attempts to cast a spell with a casting time of 1 action, roll a {@dice d20}. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. The creature may attempt another saving throw at the end of each of its turns to end the effect." ] }, @@ -22318,7 +22318,7 @@ "fluff": { "entries": [ "This hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features.", - "Ugothol. Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unravelled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find—the closest they could come to the aquatic cities they once considered home.", + "Ugothol. Ugothols (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unravelled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find\u2014the closest they could come to the aquatic cities they once considered home.", "Horrible Transfiguration. Originally designed to serve as spies that could walk uncontested among the air-breathing races, faceless stalkers adopt new forms by reshaping their skin and contorting their rubbery bodies. This painful process takes approximately 10 uninterrupted minutes and is not something the Ugothol enjoys doing. An Ugothol typically seeks a private place to transform, avoiding even others of its own kind. As much as warping themselves into another shape is unpleasant, the sensation of returning to its true form is quite exhilarating and results in a momentary burst of euphoria for the Ugothol.", "Unique Diets. Faceless stalkers cannot digest solid food even when in the form of a creature with a mouth. Instead, they subsist on liquids, including blood. In their natural form, they have three hollow tongues which they use to penetrate and lap blood from their victims. Most Ugothol wait until a victim is helpless or asleep before attempting to drink its blood since this imposes the lowest risk." ], @@ -25976,7 +25976,7 @@ { "name": "Corrosive Form", "entries": [ - "A creature that touches the white pudding or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) acid damage. Any nonmagical weapon made of metal or wood that hits the white pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the white pudding is destroyed after dealing damage.", + "A creature that touches the white pudding or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) acid damage. Any nonmagical weapon made of metal or wood that hits the white pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative \u22121 penalty to damage rolls. If its penalty drops to \u22125, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the white pudding is destroyed after dealing damage.", "The white pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round." ] }, @@ -34403,13 +34403,13 @@ { "name": "Nauseating Blood", "entries": [ - "When a creature enters a space occupied by the blood elemental or starts its turn there, it must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt this saving throw again at the end of each of its turns. Once a creature has succeeded on this save it is immune to the effects of the elemental’s nauseating blood for 24 hours." + "When a creature enters a space occupied by the blood elemental or starts its turn there, it must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can attempt this saving throw again at the end of each of its turns. Once a creature has succeeded on this save it is immune to the effects of the elemental's nauseating blood for 24 hours." ] }, { "name": "Blood Drain", "entries": [ - "Whenever the elemental deals necrotic damage to a target that has blood it gains a number of temporary hit points equal to half the damage dealt and the creature’s maximum hit points are reduced by the amount of necrotic damage they take until they finish a long rest." + "Whenever the elemental deals necrotic damage to a target that has blood it gains a number of temporary hit points equal to half the damage dealt and the creature's maximum hit points are reduced by the amount of necrotic damage they take until they finish a long rest." ] } ], @@ -34441,7 +34441,7 @@ { "name": "Cause Insanity {@recharge 6}", "entries": [ - "The elemental assaults and twists the mind of a single creature it can see within 60 feet, spawning delusions and provoking uncontrolled action. The target must succeed on a {@dc 15} Wisdom Saving Throw. On a failed save the target can’t take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behaviour for that turn, consulting the table below. At the end of each of its turns, an affected target can make a {@dc 15} Wisdom Saving Throw. If it succeeds, this effect ends for that target and it is immune to the elemental’s cause insanity action for 24 hours.", + "The elemental assaults and twists the mind of a single creature it can see within 60 feet, spawning delusions and provoking uncontrolled action. The target must succeed on a {@dc 15} Wisdom Saving Throw. On a failed save the target can't take reactions and must roll a {@dice d10} at the start of each of its turns to determine its behaviour for that turn, consulting the table below. At the end of each of its turns, an affected target can make a {@dc 15} Wisdom Saving Throw. If it succeeds, this effect ends for that target and it is immune to the elemental's cause insanity action for 24 hours.", { "type": "table", "colLabels": [ @@ -34687,7 +34687,7 @@ "name": "Release Seed Pod", "entries": [ "Targets one creature {@condition grappled} by the seedkin spawner.", - "The target, and all other living creatures who are not seedkin must succeed on a {@dc 15} Constitution save, or become infected with 10 ({@dice 1d10 + 5}) seeds. The seedkin seeds grow undetected on the body for 2 ({@dice 1d4}) days until the day before they hatch. On the day before, boils begin to form on the victim’s body. Once ready to sprout, the {@creature seedkin|dungeondadstatblocks} burst from the boils, causing 2 ({@damage 1d4}) piercing damage per seed on the targets body. Remove disease, or a magical effect of equal power can destroy the seeds before they sprout." + "The target, and all other living creatures who are not seedkin must succeed on a {@dc 15} Constitution save, or become infected with 10 ({@dice 1d10 + 5}) seeds. The seedkin seeds grow undetected on the body for 2 ({@dice 1d4}) days until the day before they hatch. On the day before, boils begin to form on the victim's body. Once ready to sprout, the {@creature seedkin|dungeondadstatblocks} burst from the boils, causing 2 ({@damage 1d4}) piercing damage per seed on the targets body. Remove disease, or a magical effect of equal power can destroy the seeds before they sprout." ] } ], @@ -34805,7 +34805,7 @@ "name": "Control Host", "entries": [ "Targets one creature {@condition grappled} by the slaver.", - "The slaver bores its tendrils into the target to begin the process of taking control. The target immediately takes 2 ({@damage 1d4}) piercing damage and 4 ({@damage 1d8}) poison damage, or half as much on a successful {@dc 15} Constitution save. If the target fails its save they become {@condition poisoned} for 1 hour and have disadvantage on Wisdom saves for the duration. If the slaver is still grappling the target at the start of the slaver’s next turn, the target must succeed on a {@dc 15} Wisdom save or become dominated by the slaver as if under the effects of a permanent {@spell suggestion} spell." + "The slaver bores its tendrils into the target to begin the process of taking control. The target immediately takes 2 ({@damage 1d4}) piercing damage and 4 ({@damage 1d8}) poison damage, or half as much on a successful {@dc 15} Constitution save. If the target fails its save they become {@condition poisoned} for 1 hour and have disadvantage on Wisdom saves for the duration. If the slaver is still grappling the target at the start of the slaver's next turn, the target must succeed on a {@dc 15} Wisdom save or become dominated by the slaver as if under the effects of a permanent {@spell suggestion} spell." ] } ], @@ -34979,9 +34979,9 @@ "A writhing, bloated, sphere of mud-colored flesh creeps across the floor on six bright yellow, elongated tentacles. Three of its suction-cupped arms wield weapons of war, and the other three end in wide snake-like mouths lined with rows of razor sharp teeth. The main body of the creature is covered in eyes, a few of which protrude from the creature on gangly stalks.", "Heart of the Dungeon. The deepspawn are an enigmatic race of aberrant creatures. They were first discovered in The Underdark, but nobody truly knows exactly what their origin is. Aside from being horrific creatures capable of doling out carnage on the field of battle, they are especially feared for their ability to create perfect copies of creatures they consume. The spawn created by this twisted abomination are one-to-one clones of the original creature and even the most discerning mages find it impossible to differentiate between the two beings. The only difference seems to be that the clones a deepspawn creates are fanatically loyal to their creator. They view an attack on the deepspawn as an attack on themselves and will willingly lay down their lives if it means protecting their aberrant parent. Because of this, many deepspawn populate their lairs with hordes of monsters they have consumed, which can sometimes lead to unexpected ecosystems in an area occupied by a deepspawn.", "Varied Armaments. Deepspawn are perfectly capable of wielding any weapon that would typically be used by a humanoid creature. They favor large weapons like greatswords and greataxes, however, they can effectively use any armaments that can be wielded by their tentacles. They also have a limited ability to use magic, which they employ to great effect.", - "Insidious Schemers. Despite their bestial appearance, deepspawn are incredibly intelligent and patient tacticians. In combat they prefer to let their minions do the fighting. Rather than throwing themselves into harm’s way, they deploy their countless spawned agents in the direction of anyone who wishes harm on them. If forced into a situation where combat is inevitable, they bury themselves in rubble or treasure deep within their lair in order to get the drop on the intruders. As intelligent beings they are also not above bargaining if defeat seems inevitable, or if they are dealing with a powerful creature who has something they want.", - "Hidden Lairs. These massive aberrations prefer to lair in places that are far away from prying eyes. Secluded caves, ancient ruins, and other such desolate areas unlikely to draw much attention are all ideal spots for the deepspawn to live. They typically keep to their own devices, securing power and security for themselves, though sometimes they will send agents to nearby settlements of intelligent creatures to expand their influence and lure victims to the deepspawn’s lair. While the creatures can subsist off of any diet, they crave the flesh of intelligent creatures. Often when they consume an intelligent creature they create a spawn of the individual and send them back to the victim’s town to take their place. This allows the deepspawn to use them as a spy, and avoid suspicion at the same time.", - "Copy of a Copy. Over time, the deepspawn’s ability to create a spawn of the same creature will slowly deteriorate. Once it has consumed a living organism the first few clones of that creature will be near perfect recreations, however, the more it uses that creature’s essence to create a spawn the more slight defects will emerge. Typically the spawn’s cognitive abilities are the first place cracks begin to form, until eventually, the spawn is naught but a grotesque imitation of the original." + "Insidious Schemers. Despite their bestial appearance, deepspawn are incredibly intelligent and patient tacticians. In combat they prefer to let their minions do the fighting. Rather than throwing themselves into harm's way, they deploy their countless spawned agents in the direction of anyone who wishes harm on them. If forced into a situation where combat is inevitable, they bury themselves in rubble or treasure deep within their lair in order to get the drop on the intruders. As intelligent beings they are also not above bargaining if defeat seems inevitable, or if they are dealing with a powerful creature who has something they want.", + "Hidden Lairs. These massive aberrations prefer to lair in places that are far away from prying eyes. Secluded caves, ancient ruins, and other such desolate areas unlikely to draw much attention are all ideal spots for the deepspawn to live. They typically keep to their own devices, securing power and security for themselves, though sometimes they will send agents to nearby settlements of intelligent creatures to expand their influence and lure victims to the deepspawn's lair. While the creatures can subsist off of any diet, they crave the flesh of intelligent creatures. Often when they consume an intelligent creature they create a spawn of the individual and send them back to the victim's town to take their place. This allows the deepspawn to use them as a spy, and avoid suspicion at the same time.", + "Copy of a Copy. Over time, the deepspawn's ability to create a spawn of the same creature will slowly deteriorate. Once it has consumed a living organism the first few clones of that creature will be near perfect recreations, however, the more it uses that creature's essence to create a spawn the more slight defects will emerge. Typically the spawn's cognitive abilities are the first place cracks begin to form, until eventually, the spawn is naught but a grotesque imitation of the original." ], "images": [ { @@ -34998,7 +34998,7 @@ { "name": "Spawn", "entries": [ - "Once every {@dice 4d6} days, a deepspawn can create a perfect copy of any large or smaller creature native to the Material Plane it has previously consumed. It does not have to have consumed the entire creature, eating something as small as a finger is enough to enable the spawning process. The spawning process takes 1 minute to complete and the spawned creature is identical to the original except it has only dim memories of the original creature’s life and it is fanatically loyal to the deepspawn that created it.", + "Once every {@dice 4d6} days, a deepspawn can create a perfect copy of any large or smaller creature native to the Material Plane it has previously consumed. It does not have to have consumed the entire creature, eating something as small as a finger is enough to enable the spawning process. The spawning process takes 1 minute to complete and the spawned creature is identical to the original except it has only dim memories of the original creature's life and it is fanatically loyal to the deepspawn that created it.", "Deepspawn are often accompanied by one to three of its spawn at any given time. You can roll on the table below to randomly determine which creatures are with the deepspawn or simply choose a few creatures you feel would be appropriate.", { "type": "table", @@ -35238,14 +35238,14 @@ "entries": [ "BOTTLED ARMADA", "An armada of tiny ships, each one secure in a glass bottle the size of a boot, rallies together and floats through the air as though sailing on the tide of some arcane force. Each ship is crewed by a group of tiny sailors, and the ships move as one to attack.", - "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship’s creator around.", + "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship's creator around.", "Formation of an Armada. When multiple ships in bottles are gathered together, they will instinctively pool the spiritual energy used to animate the ships themselves and for a cohesive fleet of animated objects. Once an armada is formed the individual water spirits animating each individual ship become nigh inseparable and will operate with singular purpose. In battle, the ships will fight using naval tactics in order to take down any threat they come across.", - "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship’s crew.", - "Commissioned Curiosities. On occasion, an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental’s spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", + "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship's crew.", + "Commissioned Curiosities. On occasion, an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental's spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", "----------------------------------------------------------------------------------------", "Create Magic Item: Ship in a Bottle", "These are the steps you must follow if you want to create a ship in a bottle;", - "First, you must have a mundane ship in a bottle ready to act as the creature’s body. This can typically be purchased for 200 GP. Alternatively, you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", + "First, you must have a mundane ship in a bottle ready to act as the creature's body. This can typically be purchased for 200 GP. Alternatively, you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", "Then, over the course of one hour, you must cast the spells animate object, magic jar, and conjure elemental. If you already have the spirit of a water elemental in your possession (such as in an elemental gem) you do not need to cast conjure elemental.", "Once the final spell has been cast, the ship will become an animated ship in a bottle and will be fully loyal to one creature chosen by the individual casting the final spell.", "----------------------------------------------------------------------------------------" @@ -35361,14 +35361,14 @@ "entries": [ "BOTTLED ARMADA", "An armada of tiny ships, each one secure in a glass bottle the size of a boot, rallies together and floats through the air as though sailing on the tide of some arcane force. Each ship is crewed by a group of tiny sailors, and the ships move as one to attack.", - "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship’s creator around.", + "Animated Works of Art. Every singular ship in a bottle signifies an immense level of patience and dedication. The average craftsman might spend weeks carefully constructing the ship by moving each individual piece through the opening in the bottle until eventually, the final product is created. Many of these creations are made by sea captains who take the time to craft a replica of their own vessel. In most cases where the ship in a bottle becomes an animated construct, it is because a wayward water spirit has taken up residence in the tiny work of art. Depending on the nature of that water spirit, it may become aggressive with other creatures, believing that they are intruding on its territory by travelling the open sea, or it may become curious and choose to follow the ship's creator around.", "Formation of an Armada. When multiple ships in bottles are gathered together, they will instinctively pool the spiritual energy used to animate the ships themselves and for a cohesive fleet of animated objects. Once an armada is formed the individual water spirits animating each individual ship become nigh inseparable and will operate with singular purpose. In battle, the ships will fight using naval tactics in order to take down any threat they come across.", - "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship’s crew.", - "Commissioned Curiosities. On occasion an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental’s spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", + "Tiny Crews. Each water spirit that takes up residency in a bottled ship expresses its personality through extremely small humanoid creatures that \"crew\" the ship. These little cremates are all part of the same water spirit, however, they often appear to have their own little personalities and will interact with one another as if they were a proper ship's crew.", + "Commissioned Curiosities. On occasion an animated ship in a bottle might be created on purpose by a skilled craftsman who is familiar with the magic used to summon elemental creatures. Such an individual might summon a water spirit from the Elemental Plane of Water to occupy the ship in a bottle, similar to how an elemental's spirit is used to give life to a golem. When a ship in a bottle is crafted in this way, it is entirely loyal to the craftsman (or an individual denoted by the craftsman) and will view them as though they were their admiral in command. While it is possible for someone to create an entire armada of loyal ships in bottles, this is a rare occurrence due to the exorbitant cost involved with creating so many animated ships.", "----------------------------------------------------------------------------------------", "Create Magic Item: Ship in a Bottle", "These are the steps you must follow if you want to create a ship in a bottle;", - "First, you must have a mundane ship in a bottle ready to act as the creature’s body. This can typically be purchased for 200 GP. Alternatively you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", + "First, you must have a mundane ship in a bottle ready to act as the creature's body. This can typically be purchased for 200 GP. Alternatively you can spend 5 gp on the materials and build it yourself over the course of a week of downtime by succeeding on a DC 18 Woodworking Tools (Dexterity) check.", "Then, over the course of one hour, you must cast the spells animate object, magic jar, and conjure elemental. If you already have the spirit of a water elemental in your possession (such as in an elemental gem) you do not need to cast conjure elemental.", "Once the final spell has been cast, the ship will become an animated ship in a bottle and will be fully loyal to one creature chosen by the individual casting the final spell.", "----------------------------------------------------------------------------------------" @@ -35516,7 +35516,7 @@ "cr": "7", "fluff": { "entries": [ - "Standing before you is a massive, vaguely humanoid shape wreathed in shadows. The creature’s body is jet-black with long, ropey limbs. Its serpentine torso tapers off into a point where the legs of most humanoid creatures would be. In place of eyes, two azure burning points of fiery light stand out against the creature's shadowy form. When it speaks, black smoke rises from gash acting as the creature's mouth, and that same azure light leaks into the area.", + "Standing before you is a massive, vaguely humanoid shape wreathed in shadows. The creature's body is jet-black with long, ropey limbs. Its serpentine torso tapers off into a point where the legs of most humanoid creatures would be. In place of eyes, two azure burning points of fiery light stand out against the creature's shadowy form. When it speaks, black smoke rises from gash acting as the creature's mouth, and that same azure light leaks into the area.", "Not So Giant. Shadow giants, or shadow people as they prefer to call themselves, are not actually giants in the true sense of the word. While they may have a stature similar to that of other giants and giant-kin, they are actually descendant from an ancient race of creatures who became cursed as a result of their fascination with dark magic. They reside in the darkest corners of the Shadowfell, only ever shifting to the Material Plane to trade with others or to enact some sort of plan. The fact that they grow tremendous in size when exposed to the light of the sun is largely responsible for them being classified as giants by many scholars who did not fully understand what they were looking at.", "Mysterious Traders. The shadow giants come across all manner of oddities in the Shadowfell, however, the thing most precious to them is obsidian. They use orbs of obsidian as incubators. It is the only substance capable of accepting their essence and acting as a sort of egg, in order to propagate the species. To ensure they have a healthy stock of obsidian on hand, shadow giant merchants will travel to the Material Plane with their collection of valuables in order to trade them with mortals for as much obsidian as they can carry. Due to their appearance and notoriety as beings from the Shadowfell, they often avoid large city centres, instead opting for more secluded areas on the outskirts of large cities. The ideal situation for a shadow giant is to arrange an understanding with someone in a position of power to keep regular trade of goods from the Shadowfell flowing in exchange for a steady supply of obsidian they can rely on.", "Shadow Giants in Dark Sun", @@ -35582,7 +35582,7 @@ { "name": "Shadow Body", "entries": [ - "In areas of dim light the shadow giant’s size becomes large and its attacks have the number of damage dice they roll reduced by one. In areas of darkness its size becomes medium and its attacks have the number of damage dice they roll reduced by two. All its other game statistics remain the same." + "In areas of dim light the shadow giant's size becomes large and its attacks have the number of damage dice they roll reduced by one. In areas of darkness its size becomes medium and its attacks have the number of damage dice they roll reduced by two. All its other game statistics remain the same." ] }, { @@ -35684,7 +35684,7 @@ "entries": [ "Standing before you is a sleek and slender humanoid shaped individual with features that bear a striking resemblance to that of a panther. The creature is dressed in fine clothes that, while clearly expensive, are also highly functional with plenty of protection to boot. Their jet-black fur only serves to make their piercing yellow eyes stand out in the night, and in each of their backwards hands they wield a sharpened fine dagger.", "Fiendish Cousins. Naztharune are the deadly cousins of the more well known rakshasa. Where rakshasa resemble mighty and powerful tigers, though, the naztharune bear a resemblance to the more stealthy and subtle panther. Though the one tell-tale sign that links their lineage together is still present, their backwards hands. Every naztharune has hands with the palm where the back of the hand would normally be on most humanoid creatures. While it is a subtle difference at a glance, it can be disturbing to those who are not familiar with such creatures when first encountered.", - "Mercenary Mindset. The naztharune are much less haughty than their rakshasa brethren. While they do prefer to work with others of their kind, they will often willingly work with others if they believe there is an opportunity to earn some gold. Where many rakshasa will not work in service to mortals merely on principle, the naztharune can often be found in the employ of mortal beings who are wealthy enough to afford their expert-level services. Working as assassins for hire has earned many naztharune a king’s ransom. Given the nature of their work, very few ever hear about their exploits, which is exactly how the naztharune like it." + "Mercenary Mindset. The naztharune are much less haughty than their rakshasa brethren. While they do prefer to work with others of their kind, they will often willingly work with others if they believe there is an opportunity to earn some gold. Where many rakshasa will not work in service to mortals merely on principle, the naztharune can often be found in the employ of mortal beings who are wealthy enough to afford their expert-level services. Working as assassins for hire has earned many naztharune a king's ransom. Given the nature of their work, very few ever hear about their exploits, which is exactly how the naztharune like it." ], "images": [ { @@ -35724,7 +35724,7 @@ { "name": "Detect Thoughts", "entries": [ - "The naztharune has a limited ability to psychically read the thoughts of other creatures within 30 feet around it. By using a bonus action, it can read the surface-level thoughts (what the creature is currently thinking about) of any creature as long as the target has an Intelligence score of at least three and knows how to speak any language. Using an action the naztharune can attempt to probe deeper into the target’s mind by forcing them to make a {@dc 15} Wisdom Saving Throw. On a failed save the naztharune gains insight into the target's reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). Either way the target is aware that someone is attempting to probe deeper into their mind and can attempt a {@dc 15} Intelligence Saving Throw at the end of each of their turns to close off their mind. On any successful saving throw the target is immune to the naztharune’s ability to detect thoughts for one hour." + "The naztharune has a limited ability to psychically read the thoughts of other creatures within 30 feet around it. By using a bonus action, it can read the surface-level thoughts (what the creature is currently thinking about) of any creature as long as the target has an Intelligence score of at least three and knows how to speak any language. Using an action the naztharune can attempt to probe deeper into the target's mind by forcing them to make a {@dc 15} Wisdom Saving Throw. On a failed save the naztharune gains insight into the target's reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). Either way the target is aware that someone is attempting to probe deeper into their mind and can attempt a {@dc 15} Intelligence Saving Throw at the end of each of their turns to close off their mind. On any successful saving throw the target is immune to the naztharune's ability to detect thoughts for one hour." ] }, { @@ -35736,13 +35736,13 @@ { "name": "One with the Dark", "entries": [ - "The naztharune can hide as a bonus action. It can also hide even if it isn’t behind cover or otherwise obscured so long as it's in dim light or darkness." + "The naztharune can hide as a bonus action. It can also hide even if it isn't behind cover or otherwise obscured so long as it's in dim light or darkness." ] }, { "name": "Psychic Scanning", "entries": [ - "The naztharune’s mind can detect other thinking creature’s within 30 feet of it, revealing their size and exact location to the naztharune. This trait can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks the naztharune from detecting anything. It does not detect creatures with an Intelligence score of 3 or lower." + "The naztharune's mind can detect other thinking creature's within 30 feet of it, revealing their size and exact location to the naztharune. This trait can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks the naztharune from detecting anything. It does not detect creatures with an Intelligence score of 3 or lower." ] }, { @@ -35857,13 +35857,13 @@ "cr": "4", "fluff": { "entries": [ - "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", - "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", - "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", - "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." ], "images": [ { @@ -35936,7 +35936,7 @@ { "name": "Change Shape", "entries": [ - "The dragon can change its shape to assume the form of a humanoid or beast of medium size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + "The dragon can change its shape to assume the form of a humanoid or beast of medium size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." ] } ], @@ -35996,13 +35996,13 @@ "cr": "10", "fluff": { "entries": [ - "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", - "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", - "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", - "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." ], "images": [ { @@ -36096,7 +36096,7 @@ { "name": "Change Shape", "entries": [ - "The dragon can change its shape to assume the form of a humanoid or beast of large size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + "The dragon can change its shape to assume the form of a humanoid or beast of large size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." ] } ], @@ -36158,13 +36158,13 @@ "cr": "17", "fluff": { "entries": [ - "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", - "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", - "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", - "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." ], "images": [ { @@ -36266,7 +36266,7 @@ { "name": "Frightful Presence", "entries": [ - "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." ] }, { @@ -36279,7 +36279,7 @@ { "name": "Change Shape", "entries": [ - "The dragon can change its shape to assume the form of a humanoid or beast of huge size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + "The dragon can change its shape to assume the form of a humanoid or beast of huge size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." ] } ], @@ -36376,13 +36376,13 @@ "cr": "24", "fluff": { "entries": [ - "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale’s shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon’s mood. The creature smells of wet metal and moves with feline-like grace.", + "Steel dragons are sociable, clever, and curious. They often prefer to navigate the world shapeshifted into the form of a human to learn all they can of humanoid life and customs. The scales of a steel dragon range from a deep blue-grey at birth to a lustrous and burnished steel in adulthood. The brighter the scale's shine, the older the dragon. Their faces are extremely expressive and easily portray their emotions to creatures of other species. They have a wide wingspan with sharp, segmented wings that create the illusion of bundled blades. They also have fine steel spines that grow from their head and neck that raise and lower depending on the dragon's mood. The creature smells of wet metal and moves with feline-like grace.", "Curious Minds. Steel dragons are incredibly hard to detect due to their penchant for enjoying humanoid life. They have a deep love and curiosity towards all humanoid lifeforms, especially humans given their relatively adaptive nature. To sate this curiosity they will spend the majority of their life shifted into the form of a humanoid creature, living among them, experiencing their culture, and forming true friendships with a great many people. They naturally gravitate towards those who share their curious mind, a preference that typically leads them to places of learning such as colleges, libraries, or other locales that attract scholarly types. In exchange for good conversation and a healthy dose of questioning about all manner of things, the dragon will happily share some of its more useful knowledge with unsuspecting friends.", - "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don’t typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city’s defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", + "Paragons of Order. Steel dragons are generally good natured, however, they also crave order. To them, the basis of a good civilization is a proper code of laws that are just and upheld with no ambiguity. While these dragons don't typically get involved with the politics of the places they live, they will step in, maintaining their disguise if possible, to guide a city in the right direction or to help in the city's defence against some kind of outside threat. Unlike gold dragons who often seek to hunt down and punish evil doers with zealous fervour, steel dragons are more concerned with the state of their own city and are very unlikely to venture out into the wider world unless convinced there is some kind of threat to the people they are so fond of.", "Many Lives. While it may not be peculiar for a dragon to live for several thousand years or more, in the case of even the longest lived humanoid races, the lifespan of a dragon seems nearly infinite. Understanding this, and not wishing to have their true identity compromised, steel dragons in disguise will use their magic to gradually create an illusion that they are ageing, imitating the lifespan of whatever race they masquerade as. Eventually, they may even fake their own death or use some kind of excuse to explain why they are leaving town, never to return, only for the dragon to take on a new persona and arrive back in the same town they love to start all over again. They often transition between identities of various different races and walks of life, however, they always have a telltale sign that indicates their true heritage such as a streak of steel-grey hair, metallic fingernails, or even a steel accessory such as a ring or bangle. To a steel dragon, each new persona is a chance to better understand the people the dragon shares a world with.", "Peaceful Titans. Due to the massive amount of power that a steel dragon holds, they almost never resort to violence. Not only would they easily destroy most creatures who threaten them without knowing what they truly are, but the resulting chaos could only serve to harm other people in the area. When pushed into a corner and given no choice, however, a steel dragon will fight tooth and nail to defend its domain and loved ones. They often prefer to use their poisonous gas to knock enemies unconscious rather than simply destroying them.", - "Unlearned Scholars. Due to the steel dragon’s propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don’t even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", - "Steel dragons are all too real, and as far as they’re concerned the longer they can convince the misinformed scholars of the world they’re not, the better." + "Unlearned Scholars. Due to the steel dragon's propensity to spend such long periods of time in humanoid form, some scholars and sages have tried to argue that they don't even exist, and instead, that the steel dragon is merely a misidentified silver dragon or perhaps some other kind of metallic creature with draconic ancestry. While these claims are understandable, and in some cases may be true, they only serve to display the care and discretion taken by steel dragons to protect their true identities.", + "Steel dragons are all too real, and as far as they're concerned the longer they can convince the misinformed scholars of the world they're not, the better." ], "images": [ { @@ -36484,7 +36484,7 @@ { "name": "Frightful Presence", "entries": [ - "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." ] }, { @@ -36497,7 +36497,7 @@ { "name": "Change Shape", "entries": [ - "The dragon can change its shape to assume the form of a humanoid or beast of gargantuan size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon’s. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." + "The dragon can change its shape to assume the form of a humanoid or beast of gargantuan size or smaller with any physical traits it wishes. The transformation lasts until the dragon uses this action again, either to change shape or to return to its true form, or it drops to 0 hit points or dies. If the target chooses the form of a beast it must choose a creature with a CR equal to or lower than the dragon's. In any alternate form the dragon retains its game statistics, though its size changes to match that of its chosen form. If the dragon uses its breath weapons or any natural attacks the transformation immediately ends and the dragon returns to its true form." ] } ], @@ -36634,7 +36634,7 @@ { "name": "Innate Spellcasting", "headerEntries": [ - "The adaptor’s innate spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:" + "The adaptor's innate spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:" ], "will": [ "{@spell absorb elements|XGE}", @@ -36753,8 +36753,8 @@ "cr": "2", "fluff": { "entries": [ - "A humanoid creature blurring the lines between flesh and metal stands before you. While vaguely human in its appearance, the creature’s body is augmented with countless metallic pieces of technology and tubing.", - "Man and Machine. Oards are a technologically advanced species of humanoid creatures. It’s unclear if they originated as a known humanoid species, or if they began life as some other kind of creature, but regardless of their organic origins they have long since moved past the shape nature intended for them to have. By using their knowledge of technology and science, they have taken evolution into their own hands. While they do have semi organic bodies, much of their form is fashioned from metal and other unnatural worked materials. These augmentations give them great strength and keen minds, however, they also make them vulnerable to magic that normally only affects inanimate objects or constructs.", + "A humanoid creature blurring the lines between flesh and metal stands before you. While vaguely human in its appearance, the creature's body is augmented with countless metallic pieces of technology and tubing.", + "Man and Machine. Oards are a technologically advanced species of humanoid creatures. It's unclear if they originated as a known humanoid species, or if they began life as some other kind of creature, but regardless of their organic origins they have long since moved past the shape nature intended for them to have. By using their knowledge of technology and science, they have taken evolution into their own hands. While they do have semi organic bodies, much of their form is fashioned from metal and other unnatural worked materials. These augmentations give them great strength and keen minds, however, they also make them vulnerable to magic that normally only affects inanimate objects or constructs.", "Unnatural Lifecycle. The oard has a truly strange lifecycle when compared to most other humanoid species. They are not born, but rather grown in tanks specifically fashioned for the development of their young. Once a child has finished its growing phase within the tank, it is gradually \"upgraded\" with all manner of technological improvements until the creature is nearly indistinguishable from the rest of its kind. The longevity of the oard is largely unknown, but sages theorise that they may have no upper age limit given their extremely competent skills with augmentation and technology. It is possible that the final stage of oard life is one where every trace of organic matter has been replaced with machinery and metal.", "Time Travelers. The singular mission of oard society seems to be the total domination and assertion of their authority over all creation itself. They attempt to achieve this goal by travelling through time in order to change historical events in subtle ways that will better suit the schemes of the oard in the long run. They are able to do this by utilising their time travel mirrors, devices that allow a creature to step over a threshold and into the past. This trip is a one way ordeal, however, so any creature that uses such a device is unable to return to the present. As a result, members of oard civilization can be found across all periods of history." ], @@ -36774,7 +36774,7 @@ "name": "Oard Devices", "entries": [ "Some of the oard weapons and devices are described below. While they are purely technological in their design, for gameplay purposes the effects created by these devices should be treated in the same way as their magical counterparts (when applicable) unless otherwise specified.", - "Oard devices are controlled and powered by wires which plug into the oards’ bodies and are tuned to their individual user. As such, the devices do not function in the hands of any other individual without significant modification.", + "Oard devices are controlled and powered by wires which plug into the oards' bodies and are tuned to their individual user. As such, the devices do not function in the hands of any other individual without significant modification.", "Each device can be used with an action, unless otherwise specified." ], "type": "variant" @@ -36890,7 +36890,7 @@ { "name": "Ray Gloves", "entries": [ - "The oard fires three glowing darts of pure energy. Each dart hits a creature of the oard’s choice that it can see within 120 feet. A dart deals {@damage 1d4 + 1} force damage to its target. The darts all strike simultaneously, and the oard can direct them to hit one creature or several." + "The oard fires three glowing darts of pure energy. Each dart hits a creature of the oard's choice that it can see within 120 feet. A dart deals {@damage 1d4 + 1} force damage to its target. The darts all strike simultaneously, and the oard can direct them to hit one creature or several." ] } ], @@ -36946,11 +36946,11 @@ "cr": "4", "fluff": { "entries": [ - "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", - "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", "Mercury dragons like to make their lairs in places that share their ever-changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", - "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." ], "images": [ { @@ -36999,7 +36999,7 @@ { "name": "Fast Talkers", "entries": [ - "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." ] }, { @@ -37082,11 +37082,11 @@ "cr": "10", "fluff": { "entries": [ - "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", - "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", - "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." ], "images": [ { @@ -37137,7 +37137,7 @@ { "name": "Fast Talkers", "entries": [ - "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." ] }, { @@ -37235,11 +37235,11 @@ "cr": "17", "fluff": { "entries": [ - "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", - "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", - "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." ], "images": [ { @@ -37290,7 +37290,7 @@ { "name": "Fast Talkers", "entries": [ - "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." ] }, { @@ -37343,7 +37343,7 @@ { "name": "Frightful Presence", "entries": [ - "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." ] }, { @@ -37449,11 +37449,11 @@ "cr": "22", "fluff": { "entries": [ - "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature’s tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", - "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature’s body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", + "A dragon lazily stretches out before you. Its body is incredibly long and trim, much more narrow than most other dragons. The creature's tail is sharp and whiplike as it wags back and forth. Its sleek head has an elongated, pointed snout with short horns curving backward from behind the upper jaw. Its mirrored wings reflect the light brightly.", + "Reflective Bodies. Mercury dragons are creatures of impulse and general whimsy. Their body is covered in a coat of extremely small and thin metallic scales that are smooth, flat, and difficult to discern individually. This lends to the illusion that the creature's body is a single smooth, reflective, surface. At birth, a mercury dragon has scales that are a dull silver, but as they mature their scales become brighter and more reflective until eventually reaching a brilliant mirror-like finish.", "Unhinged Nature. While generally leaning towards good, mercury dragons host an extremely volatile disposition. They are incredibly unpredictable and are known to act on any impulse as it may arise. Easily distracted, they often shift focus from one task to another while in the middle of doing something. They are also known to completely change the subject of conversation in the middle of speaking, a quirk that makes the fast talking dragons even more difficult to follow at times. Mercury dragons are as unpredictable when it comes to combat as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They will, however, never attack creatures they believe have good intentions unless sorely provoked.", "Mercury dragons like to make their lairs in places that share their ever changing an unpredictable nature. Volcanoes, fault lines, and areas where the weather is chaotic are all possible locations a mercury dragon might choose to call home. Active volcanoes are a particular favourite as they provide the creature with a defensible location to call home that is inhospitable to most life. They enjoy tunnelling into the volcanic vents and relaxing as lava washes over them, cleansing any dirt or other impurities which helps keep their scales bright and shiny.", - "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don’t collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn’t contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." + "Mercury dragons are avid collectors of fine trinkets and treasures, but generally don't collect any one particular type of object. Their horde of treasure is likely to contain a wide variety of treasure and magic items, as well as a vast collection of seemingly random objects that the dragon claims to be valuable or of some esoteric function. They are not particularly good at organising their lairs, so even finding a specific object in the disorganised heap can be an adventure in and of itself. They are fond of trading, however, and will often part with some of their horde in order to see new objects of interest added to it, especially if they can trade away duplicates of something they already have. Notably, their horde doesn't contain many piles of similar coin. Once the dragon has collected a single coin from a particular kingdom or country, it sees no need to have more than one of the same coin and would rather seek out currency of different shapes, sizes, and material from other places." ], "images": [ { @@ -37504,7 +37504,7 @@ { "name": "Fast Talkers", "entries": [ - "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they’re saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what’s being said. The DM decides exactly what they hear." + "Mercury dragons speak incredibly fast, making it difficult for some creatures to parse exactly what they're saying. Anytime a creature is listening to the speech of a mercury dragon they must succeed on a {@dc 10} Intelligence Saving Throw or miss out on some of what's being said. The DM decides exactly what they hear." ] }, { @@ -37557,7 +37557,7 @@ { "name": "Frightful Presence", "entries": [ - "Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours." + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." ] }, { @@ -37859,20 +37859,20 @@ { "type": "list", "items": [ - "All creatures of the dragon’s choosing in the lair must succeed on a DC 15 Intelligence Saving Throw. On a failed save a creature has one spell slot of their lowest unexpended level drained away by the dragon as if it had been used to cast a spell. The dragon gains 1d4 temporary hit points for every level of spell drained.", + "All creatures of the dragon's choosing in the lair must succeed on a DC 15 Intelligence Saving Throw. On a failed save a creature has one spell slot of their lowest unexpended level drained away by the dragon as if it had been used to cast a spell. The dragon gains 1d4 temporary hit points for every level of spell drained.", "The lair shakes and a large piece of the ceiling comes loose and falls. All creatures in a 10 foot area within 120 feet of the dragon take 2d12 bludgeoning damage, or half as much on a successful DC 14 Dexterity Saving Throw. A creature that fails this save by 5 or more is knocked prone and restrained beneath the rubble. A restrained creature is restrained until they, or an ally within 5 feet, use an action to push the rubble aside.", "The dragon magically rearranges the layout of its lair. It can cause up to 30 feet in length of an existing wall to recede into the floor, or cause a new wall of up to 30 feet in length to spring up from the floor into the ceiling. A new wall may have doors and windows, or be completely featureless. Any creatures occupying the space of a new wall must succeed on a DC 15 Dexterity Saving Throw or be pushed up to the ceiling of the room and then fall down on a randomly determined side of the wall, taking fall damage depending on its height. A creature who succeeds on this saving throw can move into an unoccupied space on either side of the wall they choose." ] } ], "regionalEffects": [ - "The region containing a legendary steel dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:", + "The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", { "type": "list", "items": [ "All creatures within 1 mile of the lair have advantage on Intelligence checks.", - "Creatures that spend more than 24 hours over the course of a week in the dragon’s lair must succeed on a DC 15 Wisdom Saving Throw or find themselves fascinated with the location. While fascinated, a creature is unable to speak poorly of the dragon’s lair and if they truly did enjoy themselves there, will be forthcoming with others about how much they like the place. This is a charm-based effect. Creatures that pass the saving throw have no inclination that there was a magical charm at play.", - "Creatures within 3 miles of the dragon’s lair who have a chaotic alignment are known to the dragon. It does not know their precise location, but it is aware of their presence." + "Creatures that spend more than 24 hours over the course of a week in the dragon's lair must succeed on a DC 15 Wisdom Saving Throw or find themselves fascinated with the location. While fascinated, a creature is unable to speak poorly of the dragon's lair and if they truly did enjoy themselves there, will be forthcoming with others about how much they like the place. This is a charm-based effect. Creatures that pass the saving throw have no inclination that there was a magical charm at play.", + "Creatures within 3 miles of the dragon's lair who have a chaotic alignment are known to the dragon. It does not know their precise location, but it is aware of their presence." ] }, "If the dragon dies, all regional effects disperse instantly." @@ -37887,18 +37887,18 @@ } ], "lairActions": [ - "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:", + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", { "type": "list", "items": [ - "All creatures within 120 feet of the dragon randomly swap places with each other. If a creature would be placed in a space it can’t fit, it instead stays where it is.", + "All creatures within 120 feet of the dragon randomly swap places with each other. If a creature would be placed in a space it can't fit, it instead stays where it is.", "The lair quakes. All creatures must succeed on a DC 15 Dexterity saving throw or be knocked prone.", - "A single creature within the dragon’s lair chosen by the dragon must succeed on a DC 15 Wisdom Saving Throw or be afflicted with the {@spell crown of madness} spell as if it were cast by the dragon. The dragon must maintain concentration on this effect and if the dragon uses this lair action again the effect ends on the first target." + "A single creature within the dragon's lair chosen by the dragon must succeed on a DC 15 Wisdom Saving Throw or be afflicted with the {@spell crown of madness} spell as if it were cast by the dragon. The dragon must maintain concentration on this effect and if the dragon uses this lair action again the effect ends on the first target." ] } ], "regionalEffects": [ - "The region containing a legendary steel dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:", + "The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", { "type": "list", "items": [ diff --git a/spell/KibblesTasty; Kibbles' Casting Compendium.json b/spell/KibblesTasty; Kibbles' Casting Compendium.json index 819a2cf84f..3cdab40c61 100644 --- a/spell/KibblesTasty; Kibbles' Casting Compendium.json +++ b/spell/KibblesTasty; Kibbles' Casting Compendium.json @@ -15,7 +15,7 @@ ], "version": "2.2.1", "url": "https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q", - "color": "9596d8" + "color": "9596d8" }, { "json": "KibblesTasty:BMS", @@ -29,7 +29,7 @@ ], "version": "1.1", "url": "https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q", - "color": "C42526" + "color": "C42526" } ], "dateAdded": 1622581997, @@ -40,7 +40,7 @@ { "name": "Acid Bubble", "source": "KibblesTasty:CC", - "page": 8, + "page": 8, "otherSources": [ { "source": "Generic Elemental Spells", @@ -116,7 +116,7 @@ { "name": "Acidic Pit", "source": "KibblesTasty:CC", - "page": 8, + "page": 8, "otherSources": [ { "source": "Generic Elemental Spells", @@ -407,7 +407,7 @@ { "name": "Aether Storm", "source": "KibblesTasty:CC", - "page": 8, + "page": 8, "otherSources": [ { "source": "Generic Elemental Spells", @@ -550,71 +550,71 @@ ] } }, - { - "name": "Angelic Slash", - "source": "KibblesTasty:CC", - "page": 9, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "line", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - }, - "entries": [ - "You summon a giant spectral angel that appears around you before crashing its greatsword down in a line. All creatures in a line 30 feet long and 5 feet wide in a direction of your choice must make a Dexterity saving throw. On failure, they take {@damage 5d8} radiant damage, and half as much on a successful save. A creature takes an additional {@damage 1d8} damage if they are undead or a fiend." - ], - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each level above 3rd." - ] - } - ], - "savingThrow": [ - "dexterity" - ], - "damageInflict": [ - "radiant" - ], - "areaTags": [ - "L" - ], - "miscTags": [ - "UBA" - ] - }, + { + "name": "Angelic Slash", + "source": "KibblesTasty:CC", + "page": 9, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "You summon a giant spectral angel that appears around you before crashing its greatsword down in a line. All creatures in a line 30 feet long and 5 feet wide in a direction of your choice must make a Dexterity saving throw. On failure, they take {@damage 5d8} radiant damage, and half as much on a successful save. A creature takes an additional {@damage 1d8} damage if they are undead or a fiend." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each level above 3rd." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "radiant" + ], + "areaTags": [ + "L" + ], + "miscTags": [ + "UBA" + ] + }, { "name": "Animate Shadow", "source": "KibblesTasty:CC", @@ -1015,7 +1015,7 @@ { "name": "Arctic Aura", "source": "KibblesTasty:CC", - "page": 10, + "page": 10, "otherSources": [ { "source": "Generic Elemental Spells", @@ -1179,7 +1179,7 @@ { "name": "Avalanche", "source": "KibblesTasty:CC", - "page": 11, + "page": 11, "otherSources": [ { "source": "Generic Elemental Spells", @@ -1935,68 +1935,68 @@ "strength" ] }, - { - "name": "Blackhole", - "source": "KibblesTasty:CC", - "page": 13, - "level": 9, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 300 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You creature a miniature black hole at a point within range. An event horizon forms in a 15-foot radius around the point, blocking anything (including light, sound, and magical effects) from passing through that space without being engulfed into the black hole.", - "When the black hole appears, creatures within 15 feet of the point must make a Dexterity saving throw to avoid being engulfed. On success, they move up their movement speed out of the event horizon of the black hole. If they cannot move a space outside of the event horizon, they automatically fail their save, and are engulfed.", - "All creatures that are engulfed are compressed into the point at the center of the spell, taking {@damage 12d12} bludgeoning damage at the start of each of their turns while engulfed. Their speed is 0, and they are {@condition blinded}, {@condition deafened}, and {@condition restrained} while they are engulfed. As an action, they can attempt to forcibly exit the black hole, making a Strength ability check against your spell save DC. On success, they appear in an empty space at the edge of its event horizon.", - "Any spells, effects, terrain, or items that are not being worn or carried (other than those of Legendary or Artifact rarity) that are engulfed within the event horizon vanish and are destroyed. Magical items of Legendary or Artifact rarity are not destroyed, reappearing on the ground where the sphere was when the spell ends.", - "While spell persists, all movement away from within 120 feet of it is considered difficult terrain. All ranged attacks that pass within 120 feet have disadvantage. When a creature starts its turn within 120 feet of the black hole, it is pulled 5 feet toward the black hole. At the start of the caster's turn, all objects that are not being worn or carried and are not attached to the ground weighing less than 1,000 lbs within 120 feet of the black hole are pulled 10 feet toward the black hole." - ], - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "OBJ" - ] - }, + { + "name": "Blackhole", + "source": "KibblesTasty:CC", + "page": 13, + "level": 9, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You creature a miniature black hole at a point within range. An event horizon forms in a 15-foot radius around the point, blocking anything (including light, sound, and magical effects) from passing through that space without being engulfed into the black hole.", + "When the black hole appears, creatures within 15 feet of the point must make a Dexterity saving throw to avoid being engulfed. On success, they move up their movement speed out of the event horizon of the black hole. If they cannot move a space outside of the event horizon, they automatically fail their save, and are engulfed.", + "All creatures that are engulfed are compressed into the point at the center of the spell, taking {@damage 12d12} bludgeoning damage at the start of each of their turns while engulfed. Their speed is 0, and they are {@condition blinded}, {@condition deafened}, and {@condition restrained} while they are engulfed. As an action, they can attempt to forcibly exit the black hole, making a Strength ability check against your spell save DC. On success, they appear in an empty space at the edge of its event horizon.", + "Any spells, effects, terrain, or items that are not being worn or carried (other than those of Legendary or Artifact rarity) that are engulfed within the event horizon vanish and are destroyed. Magical items of Legendary or Artifact rarity are not destroyed, reappearing on the ground where the sphere was when the spell ends.", + "While spell persists, all movement away from within 120 feet of it is considered difficult terrain. All ranged attacks that pass within 120 feet have disadvantage. When a creature starts its turn within 120 feet of the black hole, it is pulled 5 feet toward the black hole. At the start of the caster's turn, all objects that are not being worn or carried and are not attached to the ground weighing less than 1,000 lbs within 120 feet of the black hole are pulled 10 feet toward the black hole." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ" + ] + }, { "name": "Blade Mirage", "source": "KibblesTasty:CC", @@ -2124,7 +2124,7 @@ { "name": "Blizzard", "source": "KibblesTasty:CC", - "page": 14, + "page": 14, "otherSources": [ { "source": "Generic Elemental Spells", @@ -2483,7 +2483,7 @@ { "name": "Burial Barrage", "source": "KibblesTasty:CC", - "page": 15, + "page": 15, "otherSources": [ { "source": "Generic Elemental Spells", @@ -2758,64 +2758,64 @@ ] } }, - { - "name": "Chrono Conjunction", - "source": "KibblesTasty:CC", - "page": 16, - "level": 6, - "school": "T", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you take when a creature you can see within 60 feet rolls a save, ability check, or attack roll" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "As a reaction to a creature rolling a save, ability check, or attack roll, you search all possible timelines and merge the outcome you desire with reality, selecting a value from 1 to 20 as the outcome of their roll. If the creature is an unwilling target of your temporal manipulation, they can attempt to resist it, making a Charisma saving throw. If the manipulation succeeds, you change the outcome to the selected outcome of the roll.", - "Once you cast this spell, you cannot cast it again until 24 hours have passed." - ], - "components": { - "v": true, - "s": true, - "m": "something from the past or future" - }, - "areaTags": [ - "ST" - ] - }, + { + "name": "Chrono Conjunction", + "source": "KibblesTasty:CC", + "page": 16, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a creature you can see within 60 feet rolls a save, ability check, or attack roll" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "As a reaction to a creature rolling a save, ability check, or attack roll, you search all possible timelines and merge the outcome you desire with reality, selecting a value from 1 to 20 as the outcome of their roll. If the creature is an unwilling target of your temporal manipulation, they can attempt to resist it, making a Charisma saving throw. If the manipulation succeeds, you change the outcome to the selected outcome of the roll.", + "Once you cast this spell, you cannot cast it again until 24 hours have passed." + ], + "components": { + "v": true, + "s": true, + "m": "something from the past or future" + }, + "areaTags": [ + "ST" + ] + }, { "name": "Clay Touch", "source": "KibblesTasty:CC", @@ -2977,7 +2977,7 @@ { "name": "Commandment", "source": "KibblesTasty:CC", - "page": 16, + "page": 16, "level": 4, "school": "E", "time": [ @@ -4297,69 +4297,69 @@ ] } }, - { - "name": "Divine Descent", - "source": "KibblesTasty:CC", - "page": 22, - "level": 8, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "turn", - "amount": 3, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - } - ] - }, - "entries": [ - "You call down an spectral angelic avatar that begins to descend from the sky. The avatar fills a 30-foot-radius, 60-foot high cylinder with bright light. When you cast the spell and at the start of your next turn, you can choose to either heal all creatures within the light, restoring {@dice 4d8} hit points to each creature that is not undead or a fiend within it, or burn all creatures within the light, forcing them to make a Constitution saving throw, taking {@damage 4d8} radiant damage on a failed save or half as much on a successful save.", - "At the start of your turn on the third and final turn of the spell, you make the same decision, but the effect is doubled, either restoring {@dice 8d8} hit points or dealing {@damage 8d8} radiant damage." - ], - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "radiant" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "Y" - ], - "miscTags": [ - "HL" - ] - }, + { + "name": "Divine Descent", + "source": "KibblesTasty:CC", + "page": 22, + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "turn", + "amount": 3, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You call down an spectral angelic avatar that begins to descend from the sky. The avatar fills a 30-foot-radius, 60-foot high cylinder with bright light. When you cast the spell and at the start of your next turn, you can choose to either heal all creatures within the light, restoring {@dice 4d8} hit points to each creature that is not undead or a fiend within it, or burn all creatures within the light, forcing them to make a Constitution saving throw, taking {@damage 4d8} radiant damage on a failed save or half as much on a successful save.", + "At the start of your turn on the third and final turn of the spell, you make the same decision, but the effect is doubled, either restoring {@dice 8d8} hit points or dealing {@damage 8d8} radiant damage." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "HL" + ] + }, { "name": "Dragon Surge", "source": "KibblesTasty:CC", - "page": 20, + "page": 20, "otherSources": [ { "source": "Generic Elemental Spells", @@ -4689,7 +4689,7 @@ { "name": "Electric Arc", "source": "KibblesTasty:CC", - "page": 21, + "page": 21, "otherSources": [ { "source": "Generic Elemental Spells", @@ -4912,7 +4912,7 @@ { "name": "Elemental Orb", "source": "KibblesTasty:CC", - "page": 22, + "page": 22, "otherSources": [ { "source": "Generic Elemental Spells", @@ -5081,7 +5081,7 @@ { "name": "Ethereal Immolation", "source": "KibblesTasty:CC", - "page": 22, + "page": 22, "otherSources": [ { "source": "Generic Elemental Spells", @@ -5214,7 +5214,7 @@ { "name": "Eyes of Immolation", "source": "KibblesTasty:CC", - "page": 22, + "page": 22, "otherSources": [ { "source": "Generic Elemental Spells", @@ -5689,7 +5689,7 @@ { "name": "Flamethrower", "source": "KibblesTasty:CC", - "page": 24, + "page": 24, "otherSources": [ { "source": "Generic Elemental Spells", @@ -5842,66 +5842,12 @@ ] } }, - { - "name": "Flickering Strikes", - "source": "KibblesTasty:CC", - "page": 24, - "level": 5, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - } - ] - }, - "entries": [ - "You flourish a weapon you are proficient with used in the casting and then vanish, instantly teleporting to and striking up to 5 targets within range. Make a weapon attack against each target. On hit, a target takes the weapon damage from the attack{@damage + 6d6} force damage.", - "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." - ], - "components": { - "v": true, - "m": "a melee weapon you are proficient with worth at least 1 sp" - }, - "damageInflict": [ - "force" - ], - "areaTags": [ - "MT" - ], - "miscTags": [ - "TP" - ] - }, { - "name": "Fling", + "name": "Flickering Strikes", "source": "KibblesTasty:CC", "page": 24, - "level": 2, - "school": "T", + "level": 5, + "school": "C", "time": [ { "number": 1, @@ -5909,28 +5855,82 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], - "entries": [ - "You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction.", - "If you fling them straight up they immediately fall, taking {@damage 4d6} damage falling damage, and fall {@condition prone}. If you fling them any other direction, they take {@damage 2d6} damage and fall {@condition prone}. If their movement would be stopped early by a creature or object, both the target and creature or object takes {@damage 3d6} bludgeoning damage." - ], - "damageInflict": [ - "bludgeoning" - ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You flourish a weapon you are proficient with used in the casting and then vanish, instantly teleporting to and striking up to 5 targets within range. Make a weapon attack against each target. On hit, a target takes the weapon damage from the attack{@damage + 6d6} force damage.", + "You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed." + ], + "components": { + "v": true, + "m": "a melee weapon you are proficient with worth at least 1 sp" + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "TP" + ] + }, + { + "name": "Fling", + "source": "KibblesTasty:CC", + "page": 24, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate gravity around one large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction.", + "If you fling them straight up they immediately fall, taking {@damage 4d6} damage falling damage, and fall {@condition prone}. If you fling them any other direction, they take {@damage 2d6} damage and fall {@condition prone}. If their movement would be stopped early by a creature or object, both the target and creature or object takes {@damage 3d6} bludgeoning damage." + ], + "damageInflict": [ + "bludgeoning" + ], "conditionInflict": [ "prone" ], @@ -6895,7 +6895,7 @@ { "name": "Ghost Step", "source": "KibblesTasty:CC", - "page": 27, + "page": 27, "level": 3, "school": "T", "time": [ @@ -6948,68 +6948,68 @@ "s": true } }, - { - "name": "Glacial Crash", - "source": "KibblesTasty:CC", - "page": 27, - "level": 7, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 300 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "A huge chunk of ice appears in the sky before crashing down at a point within range before shattering into an explosion of ice. Creatures within 30 feet of the point must make a Dexterity saving throw. On failure, a creature takes {@damage 6d6} cold damage, and if it was within 10 feet of the target point, it takes an additional {@damage 6d8} bludgeoning damage. On success, a creature takes half as much cold damage, and half as much bludgeoning damage (if applicable).", - "The spell's area of effect becomes difficult terrain until the end of your next turn." - ], - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "bludgeoning", - "cold" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "DFT" - ], - "areaTags": [ - "S" - ] - }, + { + "name": "Glacial Crash", + "source": "KibblesTasty:CC", + "page": 27, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 300 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "A huge chunk of ice appears in the sky before crashing down at a point within range before shattering into an explosion of ice. Creatures within 30 feet of the point must make a Dexterity saving throw. On failure, a creature takes {@damage 6d6} cold damage, and if it was within 10 feet of the target point, it takes an additional {@damage 6d8} bludgeoning damage. On success, a creature takes half as much cold damage, and half as much bludgeoning damage (if applicable).", + "The spell's area of effect becomes difficult terrain until the end of your next turn." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "bludgeoning", + "cold" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "DFT" + ], + "areaTags": [ + "S" + ] + }, { "name": "Gravity Surge", "source": "KibblesTasty:CC", @@ -7188,7 +7188,7 @@ { "name": "Heavenly Ray", "source": "KibblesTasty:CC", - "page": 28, + "page": 28, "level": 4, "school": "V", "time": [ @@ -7488,7 +7488,7 @@ { "name": "Ice Arrow", "source": "KibblesTasty:CC", - "page": 29, + "page": 29, "otherSources": [ { "source": "Generic Elemental Spells", @@ -8032,7 +8032,7 @@ { "name": "Instant Bulwark", "source": "KibblesTasty:CC", - "page": 30, + "page": 30, "otherSources": [ { "source": "Generic Elemental Spells", @@ -8104,7 +8104,7 @@ { "name": "Instant Counter", "source": "KibblesTasty:CC", - "page": 30, + "page": 30, "level": 2, "school": "C", "time": [ @@ -9146,7 +9146,7 @@ { "name": "Melt", "source": "KibblesTasty:CC", - "page": 34, + "page": 34, "otherSources": [ { "source": "Generic Elemental Spells", @@ -9299,128 +9299,128 @@ ] } }, - { - "name": "Meteor Jump", - "source": "KibblesTasty:CC", - "page": 34, - "level": 3, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - } - ] - }, - "entries": [ - "You drastically reduce your weight, tripling your jump distance and allowing you to immediately jump up to your maximum jumping distance without spending your movement. When you reach the height of your jump, your weight and density are rapidly increased, causing you to crash down with great force. You take no falling damage provided you fell less than 100 feet from where you started your movement, and all creatures within 10 feet of where you land must succeed a Strength saving throw, or take {@damage 2d10} bludgeoning damage and be knocked {@condition prone}. On successful save, creatures take half as much damage and not knocked {@condition prone}." - ], - "components": { - "v": true, - "s": true - }, - "conditionInflict": [ - "prone" - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ] - }, - { - "name": "Mirror Army", - "level": 4, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "An illusory duplicate of every allied creature of your choice within 30 feet appears. Until the spell ends, the duplicates move with the creature they are a duplicate of and mimic their actions, making it impossible to track which is real. ", - "Each time a creature targets an affected creature with an attack during the spell's duration, roll a {@dice d20} to determine whether attack instead targets the duplicate. With a roll of 11 or higher, the duplicate is targeted.", - "A duplicate AC equals 10 + the affected creature's Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all duplicates are destroyed.", - "A creature unaffected by this spell if it can't see, if it relies on senses other than sight, such as {@sense blindsight}, or if it can perceive illusions as false as with {@sense truesight}." - ], - "source": "KibblesTasty:CC", - "page": 34, - "components": { - "v": true, - "s": true - }, - "miscTags": [ - "SGT" - ] - }, + { + "name": "Meteor Jump", + "source": "KibblesTasty:CC", + "page": 34, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + } + ] + }, + "entries": [ + "You drastically reduce your weight, tripling your jump distance and allowing you to immediately jump up to your maximum jumping distance without spending your movement. When you reach the height of your jump, your weight and density are rapidly increased, causing you to crash down with great force. You take no falling damage provided you fell less than 100 feet from where you started your movement, and all creatures within 10 feet of where you land must succeed a Strength saving throw, or take {@damage 2d10} bludgeoning damage and be knocked {@condition prone}. On successful save, creatures take half as much damage and not knocked {@condition prone}." + ], + "components": { + "v": true, + "s": true + }, + "conditionInflict": [ + "prone" + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Mirror Army", + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "An illusory duplicate of every allied creature of your choice within 30 feet appears. Until the spell ends, the duplicates move with the creature they are a duplicate of and mimic their actions, making it impossible to track which is real. ", + "Each time a creature targets an affected creature with an attack during the spell's duration, roll a {@dice d20} to determine whether attack instead targets the duplicate. With a roll of 11 or higher, the duplicate is targeted.", + "A duplicate AC equals 10 + the affected creature's Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all duplicates are destroyed.", + "A creature unaffected by this spell if it can't see, if it relies on senses other than sight, such as {@sense blindsight}, or if it can perceive illusions as false as with {@sense truesight}." + ], + "source": "KibblesTasty:CC", + "page": 34, + "components": { + "v": true, + "s": true + }, + "miscTags": [ + "SGT" + ] + }, { "name": "Martial Steel Wind Strike", "source": "KibblesTasty:CC", @@ -9484,7 +9484,7 @@ { "name": "Mounting Paranoia", "source": "KibblesTasty:CC", - "page": 34, + "page": 34, "level": 3, "school": "I", "time": [ @@ -9830,7 +9830,7 @@ { "name": "Pillar of Fire", "source": "KibblesTasty:CC", - "page": 36, + "page": 36, "otherSources": [ { "source": "Generic Elemental Spells", @@ -10125,7 +10125,7 @@ { "name": "Power Torrent", "source": "KibblesTasty:CC", - "page": 36, + "page": 36, "otherSources": [ { "source": "Generic Elemental Spells", @@ -10184,90 +10184,90 @@ "L" ] }, - { - "name": "Preservation", - "source": "KibblesTasty:CC", - "page": 37, - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 5 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "day", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You touch a Small or smaller object or container that contains objects, slowing the passage of time for that object to half its usual pace. Food takes twice as long to spoil, a torch burns twice as long, a lamp consumes 1/2 as much oil, ice melts half as fast, etc. This effect lasts until you use the effect again, until the object changes state (such as food being eaten), or 1 day passes (at which time you can use the spell again to maintain it). This does not affect the items interactions with the world (such as a weapon being preserved in this way would not swing slower)." - ], - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's effect increases to slowing time to 1/3 its usually pace when you reach 5th level, 1/4 its usual pace when you reach 11th level, and 1/5 its usual pace when you reach 17th level." - ] - } - ], - "miscTags": [ - "SCL", - "OBJ" - ] - }, { - "name": "Pressure Cutter", + "name": "Preservation", "source": "KibblesTasty:CC", "page": 37, - "otherSources": [ + "level": 0, + "school": "T", + "time": [ { - "source": "Generic Elemental Spells", - "page": 20 + "number": 1, + "unit": "action" } ], - "level": 5, + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "day", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a Small or smaller object or container that contains objects, slowing the passage of time for that object to half its usual pace. Food takes twice as long to spoil, a torch burns twice as long, a lamp consumes 1/2 as much oil, ice melts half as fast, etc. This effect lasts until you use the effect again, until the object changes state (such as food being eaten), or 1 day passes (at which time you can use the spell again to maintain it). This does not affect the items interactions with the world (such as a weapon being preserved in this way would not swing slower)." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's effect increases to slowing time to 1/3 its usually pace when you reach 5th level, 1/4 its usual pace when you reach 11th level, and 1/5 its usual pace when you reach 17th level." + ] + } + ], + "miscTags": [ + "SCL", + "OBJ" + ] + }, + { + "name": "Pressure Cutter", + "source": "KibblesTasty:CC", + "page": 37, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 20 + } + ], + "level": 5, "school": "C", "time": [ { @@ -10749,66 +10749,66 @@ ] } }, - { - "name": "Rain of Swords", - "source": "KibblesTasty:CC", - "page": 38, - "level": 7, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "A rain of swords begins to fall in a 20-foot-radius, 40-foot high cylinder centered on a point within range. Creatures that start their turn in the area or enter it for the first time on their turn, they must make a Dexterity saving throw. On failure, they take {@damage 6d10} slashing damage. On a successful save, the creature takes half as much damage.", - "The swords remain plunged into the ground and can be removed and used by anyone within 5 feet of the radius, and are normal longswords. All swords are vanish when the spell ends." - ], - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "slashing" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "Y" - ] - }, + { + "name": "Rain of Swords", + "source": "KibblesTasty:CC", + "page": 38, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "A rain of swords begins to fall in a 20-foot-radius, 40-foot high cylinder centered on a point within range. Creatures that start their turn in the area or enter it for the first time on their turn, they must make a Dexterity saving throw. On failure, they take {@damage 6d10} slashing damage. On a successful save, the creature takes half as much damage.", + "The swords remain plunged into the ground and can be removed and used by anyone within 5 feet of the radius, and are normal longswords. All swords are vanish when the spell ends." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "Y" + ] + }, { "name": "Repair", "source": "KibblesTasty:CC", @@ -10865,199 +10865,9 @@ "HL" ] }, - { - "name": "Returning Weapon", - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Inventor", - "source": "KibbleInventor" - } - ] - }, - "entries": [ - "You touch a weapon granting it the throwing 20/60 property. If it already has the thrown property, it's range increases by 20/60. It also gains the \"returning\" property. After being thrown it automatically reappears in the throwers hand." - ], - "source": "KibblesTasty:CC", - "page": 38, - "components": { - "v": true, - "s": true - }, - "miscTags": [ - "OBJ" - ] - }, - { - "name": "Reverberating Dash", - "source": "KibblesTasty:CC", - "page": 38, - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 5 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - } - ] - }, - "entries": [ - "You imbue a resonating note of magic into a melee weapon you are holding. When you do so, you can immediately make a weapon attack against a creature within 5 feet, the blow releases a loud resonant note and deals an additional {@damage 1d8} thunder damage, and you can immediately move up to 15 feet in a straight line in any direction without provoking attacks of opportunity.", - "If this movement leaves you within 5 feet of a creature you have not hit with the casting of this spell, you can make an attack roll against them with the imbued weapon as part of the same action, dealing the weapon damage plus the bonus thunder damage to the on hit. If you hit, you can dash again, repeating the process. Each time you dash this way, the volume and tempo of the note increases, increasing the thunder damage dealt by {@dice 1d8}. You can dash and attack a maximum of 2 times after the first attack, after which, or if you dash to a place you cannot reach a target, the spell ends." - ], - "components": { - "v": true, - "s": true, - "m": "a melee weapon worth at least 1 sp" - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the initial thunder damage increases by {@dice 1d8} and you can dash and attack an additional time for each slot level above 2nd, up to a maximum of five dashes with a 5th level spell slot." - ] - } - ], - "damageInflict": [ - "thunder" - ], - "areaTags": [ - "ST", - "MT" - ], - "miscTags": [ - "AAD" - ] - }, - { - "name": "Ribcage", - "source": "KibblesTasty:CC", - "page": 39, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You cause a series of rib bones burst from the earth surrounding a 10-foot radius area within range, trapping all creatures in the area in a hemispheric cage of bone. Small or larger creatures and attacks that deal slashing or bludgeoning damage cannot pass through the cage, while it serves as half cover against all other attacks or spells passing through it.", - "The cage has an AC of 13, and 40 hit points, with a vulnerability to bludgeoning damage. If it is reduced to 0 hit points, the cage crumbles to dust and the spell ends." - ], - "components": { - "v": true, - "s": true, - "m": "a rib bone" - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When cast with a 5th level or higher spell slot, the cage has an additional 10 hit points for each level above 4th." - ] - } - ], - "areaTags": [ - "H" - ], - "miscTags": [ - "SCL" - ] - }, { - "name": "Rock Slam", - "source": "KibblesTasty:CC", - "page": 39, - "otherSources": [ - { - "source": "Generic Elemental Spells", - "page": 8 - } - ], - "level": 0, + "name": "Returning Weapon", + "level": 1, "school": "T", "time": [ { @@ -11068,50 +10878,45 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } } ], - "entries": [ - "You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 1d10} bludgeoning damage. On a critical hit, the target is knocked {@damage prone} or 10 feet backwards (your choice).", - "The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." - ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" + "name": "Inventor", + "source": "KibbleInventor" } ] - } + }, + "entries": [ + "You touch a weapon granting it the throwing 20/60 property. If it already has the thrown property, it's range increases by 20/60. It also gains the \"returning\" property. After being thrown it automatically reappears in the throwers hand." + ], + "source": "KibblesTasty:CC", + "page": 38, + "components": { + "v": true, + "s": true + }, + "miscTags": [ + "OBJ" + ] }, { - "name": "Rotting Curse", + "name": "Reverberating Dash", "source": "KibblesTasty:CC", - "page": 39, - "level": 1, - "school": "N", + "page": 38, + "level": 2, + "school": "T", "time": [ { "number": 1, @@ -11122,73 +10927,268 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", - "consume": true + "amount": 5 } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, "entries": [ - "You inflicting a rotting decay on a creature, causing it to to begin to rot. For the duration of the spell, every time the creature takes damage, it takes an additional {@damage 1d4} necrotic damage, and the effect of all healing on the creature is reduced by half.", - "The target creature has disadvantage on any Charisma checks for social interaction during the effect of the spell.", + "You imbue a resonating note of magic into a melee weapon you are holding. When you do so, you can immediately make a weapon attack against a creature within 5 feet, the blow releases a loud resonant note and deals an additional {@damage 1d8} thunder damage, and you can immediately move up to 15 feet in a straight line in any direction without provoking attacks of opportunity.", + "If this movement leaves you within 5 feet of a creature you have not hit with the casting of this spell, you can make an attack roll against them with the imbued weapon as part of the same action, dealing the weapon damage plus the bonus thunder damage to the on hit. If you hit, you can dash again, repeating the process. Each time you dash this way, the volume and tempo of the note increases, increasing the thunder damage dealt by {@dice 1d8}. You can dash and attack a maximum of 2 times after the first attack, after which, or if you dash to a place you cannot reach a target, the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a melee weapon worth at least 1 sp" + }, + "entriesHigherLevel": [ { - "type": "inset", - "name": "Curse Spell Material Components", - "source": "KT:O", - "page": 6, + "type": "entries", + "name": "At Higher Levels", "entries": [ - "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + "When you cast this spell using a spell slot of 3rd level or higher, the initial thunder damage increases by {@dice 1d8} and you can dash and attack an additional time for each slot level above 2nd, up to a maximum of five dashes with a 5th level spell slot." ] } ], "damageInflict": [ - "necrotic" + "thunder" + ], + "areaTags": [ + "ST", + "MT" ], "miscTags": [ - "HL" + "AAD" ] }, { - "name": "Sanctified Charge", + "name": "Ribcage", "source": "KibblesTasty:CC", - "page": 49, - "level": 2, - "school": "T", + "page": 39, + "level": 4, + "school": "N", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { - "type": "line", + "type": "point", "distance": { "type": "feet", - "amount": 20 + "amount": 60 } }, "duration": [ { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause a series of rib bones burst from the earth surrounding a 10-foot radius area within range, trapping all creatures in the area in a hemispheric cage of bone. Small or larger creatures and attacks that deal slashing or bludgeoning damage cannot pass through the cage, while it serves as half cover against all other attacks or spells passing through it.", + "The cage has an AC of 13, and 40 hit points, with a vulnerability to bludgeoning damage. If it is reduced to 0 hit points, the cage crumbles to dust and the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a rib bone" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When cast with a 5th level or higher spell slot, the cage has an additional 10 hit points for each level above 4th." + ] + } + ], + "areaTags": [ + "H" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Rock Slam", + "source": "KibblesTasty:CC", + "page": 39, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 8 + } + ], + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes {@damage 1d10} bludgeoning damage. On a critical hit, the target is knocked {@damage prone} or 10 feet backwards (your choice).", + "The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Rotting Curse", + "source": "KibblesTasty:CC", + "page": 39, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "something from the target creature (such as blood, hair, or scales) which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You inflicting a rotting decay on a creature, causing it to to begin to rot. For the duration of the spell, every time the creature takes damage, it takes an additional {@damage 1d4} necrotic damage, and the effect of all healing on the creature is reduced by half.", + "The target creature has disadvantage on any Charisma checks for social interaction during the effect of the spell.", + { + "type": "inset", + "name": "Curse Spell Material Components", + "source": "KT:O", + "page": 6, + "entries": [ + "All curse spells require \"something from the target creature (such as blood, hair, or scales) which the spell consumes\" as the material component. This can be satisfied by either by having that material, or being in range to touch the creature while casting the spell." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Sanctified Charge", + "source": "KibblesTasty:CC", + "page": 49, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ { "name": "Cleric", "source": "PHB" @@ -11220,7 +11220,7 @@ { "name": "Seeking Orb", "source": "KibblesTasty:CC", - "page": 39, + "page": 39, "otherSources": [ { "source": "Generic Elemental Spells", @@ -11396,7 +11396,7 @@ { "name": "Shadow Bind", "source": "KibblesTasty:CC", - "page": 40, + "page": 40, "level": 1, "school": "I", "time": [ @@ -11475,7 +11475,7 @@ { "name": "Shadow Lash", "source": "KibblesTasty:CC", - "page": 40, + "page": 40, "level": 0, "school": "I", "time": [ @@ -11533,7 +11533,7 @@ { "name": "Shattering Shield", "source": "KibblesTasty:CC", - "page": 40, + "page": 40, "otherSources": [ { "source": "Generic Elemental Spells", @@ -11757,64 +11757,64 @@ ] } }, - { - "name": "Spatial Swap", - "source": "KibblesTasty:CC", - "page": 40, - "level": 4, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You switch positions with a creature you can see. If there is insufficient space for either creature at the location of the other, the spell fails. If the target is an unwilling creature, the target must make a Charisma saving throw. On success, the spell fails." - ], - "components": { - "v": true, - "s": true - }, - "savingThrow": [ - "charisma" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "TP", - "FMV" - ] - }, + { + "name": "Spatial Swap", + "source": "KibblesTasty:CC", + "page": 40, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You switch positions with a creature you can see. If there is insufficient space for either creature at the location of the other, the spell fails. If the target is an unwilling creature, the target must make a Charisma saving throw. On success, the spell fails." + ], + "components": { + "v": true, + "s": true + }, + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "TP", + "FMV" + ] + }, { "name": "Spelltrap", "source": "KibblesTasty:CC", @@ -11969,72 +11969,72 @@ ] } }, - { - "name": "Spirit Echo", - "source": "KibblesTasty:CC", - "page": 41, - "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - } - ] - }, - "entries": [ - "You summon a ghostly echo of yourself. It shares your space and acts automatically on your intents. For the duration of the spell, the first time on your turn you make an attack, it attacks the same target. It makes a separate attack roll, but otherwise uses your statistics for the weapon attack and damage roll, besides that on a hit the target takes force damage equal to half the damage that it would have taken from your attack." - ], - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "force" - ] - }, { - "name": "Spiritual Consultation", + "name": "Spirit Echo", "source": "KibblesTasty:CC", "page": 41, - "level": 1, - "school": "N", + "level": 2, + "school": "C", "time": [ { "number": 1, - "unit": "minute" + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + } + ] + }, + "entries": [ + "You summon a ghostly echo of yourself. It shares your space and acts automatically on your intents. For the duration of the spell, the first time on your turn you make an attack, it attacks the same target. It makes a separate attack roll, but otherwise uses your statistics for the weapon attack and damage roll, besides that on a hit the target takes force damage equal to half the damage that it would have taken from your attack." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "force" + ] + }, + { + "name": "Spiritual Consultation", + "source": "KibblesTasty:CC", + "page": 41, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" } ], "range": { @@ -12078,74 +12078,74 @@ "SMN" ] }, - { - "name": "Split Timeline", - "source": "KibblesTasty:CC", - "page": 41, - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You split a willing creature's timeline in two. At the start of that creature's next turn, a temporal duplicate of them appears, lasting until the end of their turn or it drops to 0 hit points (whichever comes first). Their temporal duplicate is an exact duplicate, sharing all stats, abilities, and resources, and under the control of the character it is a duplicate of as when it splits from them. Any limited use abilities, items, or spells it uses are depleted from the character it is a duplicate of.", - "At the end of that character's turn, the temporal duplicate disappears." - ], - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When cast with a 5th level or higher spell slot, the temporal duplicate lasts for 1 additional turn for each level above 4th." - ] - } - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SMN" - ] - }, + { + "name": "Split Timeline", + "source": "KibblesTasty:CC", + "page": 41, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You split a willing creature's timeline in two. At the start of that creature's next turn, a temporal duplicate of them appears, lasting until the end of their turn or it drops to 0 hit points (whichever comes first). Their temporal duplicate is an exact duplicate, sharing all stats, abilities, and resources, and under the control of the character it is a duplicate of as when it splits from them. Any limited use abilities, items, or spells it uses are depleted from the character it is a duplicate of.", + "At the end of that character's turn, the temporal duplicate disappears." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When cast with a 5th level or higher spell slot, the temporal duplicate lasts for 1 additional turn for each level above 4th." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SMN" + ] + }, { "name": "Sprout Tree", "source": "KibblesTasty:CC", @@ -12192,82 +12192,82 @@ ] } }, - { - "name": "Starfall", - "source": "KibblesTasty:CC", - "page": 42, - "level": 4, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "A false sky of a starry night swirls above you, which begins to rain down stars from above. When you cast the spell, 3 stars immediately fall, with 1 additional star falling at the start of your turn for the duration of the spell. For each star that falls, choose a creature within 60 feet of you. That creature must make a Dexterity saving throw, taking {@damage 4d8} radiant damage on failure, or half as much on a successful save. A creature cannot be targeted by more than one falling star per turn." - ], - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When cast with a 5th level or higher spell slot, the number of falling stars of the initial cast and subsequent turns increases by 1 for each level above 4th." - ] - } - ], - "damageInflict": [ - "radiant" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "MT" - ] - }, + { + "name": "Starfall", + "source": "KibblesTasty:CC", + "page": 42, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "A false sky of a starry night swirls above you, which begins to rain down stars from above. When you cast the spell, 3 stars immediately fall, with 1 additional star falling at the start of your turn for the duration of the spell. For each star that falls, choose a creature within 60 feet of you. That creature must make a Dexterity saving throw, taking {@damage 4d8} radiant damage on failure, or half as much on a successful save. A creature cannot be targeted by more than one falling star per turn." + ], + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When cast with a 5th level or higher spell slot, the number of falling stars of the initial cast and subsequent turns increases by 1 for each level above 4th." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "MT" + ] + }, { "name": "Star Dust", "source": "KibblesTasty:CC", @@ -12322,62 +12322,62 @@ ] } }, - { - "name": "Star Scry", - "source": "KibblesTasty:CC", - "page": 42, - "level": 2, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You describe a location, person, or object during the casting of the spell. On completion of the spell, an illusion of a starry night sky forms above you ahead, showing the night sky at midnight above the target described. You can then make an Intelligence (Navigator’s Tools) check to determine the general regional location of the described target, with the DC being 10 if you've been in the location before, 15 if you've been within 100 miles of the location, and 20 if you've never seen within 100 miles of the location.", - "If you give an inaccurate description or false name of the target, the spell fails to manifest any night sky. Once cast on a target, casting it on the same target again within 24 hours fails to manifest any night sky." - ], - "components": { - "v": true, - "s": true - } - }, + { + "name": "Star Scry", + "source": "KibblesTasty:CC", + "page": 42, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You describe a location, person, or object during the casting of the spell. On completion of the spell, an illusion of a starry night sky forms above you ahead, showing the night sky at midnight above the target described. You can then make an Intelligence (Navigator's Tools) check to determine the general regional location of the described target, with the DC being 10 if you've been in the location before, 15 if you've been within 100 miles of the location, and 20 if you've never seen within 100 miles of the location.", + "If you give an inaccurate description or false name of the target, the spell fails to manifest any night sky. Once cast on a target, casting it on the same target again within 24 hours fails to manifest any night sky." + ], + "components": { + "v": true, + "s": true + } + }, { "name": "Static Field", "source": "KibblesTasty:CC", - "page": 43, + "page": 43, "otherSources": [ { "source": "Generic Elemental Spells", @@ -12732,7 +12732,7 @@ { "name": "Stone Pillar", "source": "KibblesTasty:CC", - "page": 43, + "page": 43, "level": 2, "school": "T", "time": [ @@ -12797,92 +12797,92 @@ "DFT" ] }, - { - "name": "Storm Shot", - "source": "KibblesTasty:CC", - "page": 44, - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Ranger", - "source": "PHB" - } - ] - }, - "entries": [ - "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, it unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional {@damage 4d8} damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes {@damage 2d8} bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.", - "Once an attack has been made with the piece of ammunition or weapon, the spell ends." - ], - "components": { - "v": true, - "s": true, - "m": "a piece of ammunition or weapon with the thrown property worth at least 1 cp" - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level, the shot deals an additional {@damage 1d8} damage and the target is knocked backwards an additional 10 feet." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "miscTags": [ - "SCL", - "FMV", - "UBA", - "AAD" - ] - }, { - "name": "Suffocate", + "name": "Storm Shot", "source": "KibblesTasty:CC", "page": 44, - "otherSources": [ - { - "source": "Generic Elemental Spells", - "page": 22 - } - ], "level": 4, "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a piece of ammunition or weapon with the thrown property, imbuing it with the power of a hurricane for the duration. The first time you attack with the empowered item, it unleashes a blasting galeforce, greatly empowering the shot. On a hit, the target takes an additional {@damage 4d8} damage from the attack, and is knocked backwards 30 feet. Any creature the target is knocked into by this movement takes {@damage 2d8} bludgeoning damage. On a miss, the target takes half as much damage and is not knocked back.", + "Once an attack has been made with the piece of ammunition or weapon, the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a piece of ammunition or weapon with the thrown property worth at least 1 cp" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level, the shot deals an additional {@damage 1d8} damage and the target is knocked backwards an additional 10 feet." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "miscTags": [ + "SCL", + "FMV", + "UBA", + "AAD" + ] + }, + { + "name": "Suffocate", + "source": "KibblesTasty:CC", + "page": 44, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 22 + } + ], + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 } }, "components": { @@ -12931,133 +12931,133 @@ ] } }, - { - "name": "Sudden Hazards", - "source": "KibblesTasty:CC", - "page": 44, - "level": 5, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "cube", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You cause illusions of deadly traps or sudden hazards spring up filling a 60 foot cube originating from you. Blades swing on chains, spikes erupt from the ground, darts shoot unseen spots, lava spouting from the ground, vicious man eating plants, and other phantom hazards fill the mind of each creature of your choice within the area. An affected creature can move at half speed to evade the dangers, or move at their normal speed taking {@damage 1d8} psychic damage for each 5 feet they move within the area. Any affected creature that ends their turn in the area makes a Dexterity saving throw. On a failed save, they take {@damage 5d8} psychic damage, or half as much on a successful save.", - "Each time a creature takes damage from ending their turn in the effect, they can make a Wisdom saving throw. On a success, they realize the traps are fake, and the area ceases to deal damage to them or impede their movement, as all the traps become faint transparent images. Creatures that are not chosen to be affected by the caster see traps as faint transparent images." - ], - "components": { - "v": true, - "s": true - }, - "damageInflict": [ - "psychic" - ], - "savingThrow": [ - "wisdom" - ], - "areaTags": [ - "C" - ] - }, - { - "name": "Supernova", - "source": "KibblesTasty:CC", - "page": 44, - "level": 9, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "sight" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You form a fist sized point of light at a point you can see within range, that then explodes into a stellar supernova unleashing cataclysmic stellar energy. All creatures within a 60 foot radius of the point must make a Constitution saving throw. On a failure, a creature takes {@damage 30d8} radiant damage and becomes {@condition blinded} for 1 minute. On a success, creatures take half as much damage and are not {@condition blinded}. Blinded creatures can repeat their saving throw at the end of each of their turns, ending the effect on a success." - ], - "components": { - "v": true, - "s": true, - "m": "metal forged from a star" - }, - "conditionInflict": [ - "blinded" - ], - "damageInflict": [ - "radiant" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "SGT" - ] - }, + { + "name": "Sudden Hazards", + "source": "KibblesTasty:CC", + "page": 44, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cube", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause illusions of deadly traps or sudden hazards spring up filling a 60 foot cube originating from you. Blades swing on chains, spikes erupt from the ground, darts shoot unseen spots, lava spouting from the ground, vicious man eating plants, and other phantom hazards fill the mind of each creature of your choice within the area. An affected creature can move at half speed to evade the dangers, or move at their normal speed taking {@damage 1d8} psychic damage for each 5 feet they move within the area. Any affected creature that ends their turn in the area makes a Dexterity saving throw. On a failed save, they take {@damage 5d8} psychic damage, or half as much on a successful save.", + "Each time a creature takes damage from ending their turn in the effect, they can make a Wisdom saving throw. On a success, they realize the traps are fake, and the area ceases to deal damage to them or impede their movement, as all the traps become faint transparent images. Creatures that are not chosen to be affected by the caster see traps as faint transparent images." + ], + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Supernova", + "source": "KibblesTasty:CC", + "page": 44, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You form a fist sized point of light at a point you can see within range, that then explodes into a stellar supernova unleashing cataclysmic stellar energy. All creatures within a 60 foot radius of the point must make a Constitution saving throw. On a failure, a creature takes {@damage 30d8} radiant damage and becomes {@condition blinded} for 1 minute. On a success, creatures take half as much damage and are not {@condition blinded}. Blinded creatures can repeat their saving throw at the end of each of their turns, ending the effect on a success." + ], + "components": { + "v": true, + "s": true, + "m": "metal forged from a star" + }, + "conditionInflict": [ + "blinded" + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SGT" + ] + }, { "name": "Summon Archon", "source": "KibblesTasty:CC", @@ -13867,347 +13867,11 @@ ] } }, - { - "name": "Time Anchor", - "source": "KibblesTasty:CC", - "page": 49, - "level": 8, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You place a temporal marker on an object. For the duration of the spell, you can activate that marker, bringing it forward in time to the hand of your presence self. When you do so, no events of the current time are changed, beyond that object disappears from where it previously was, and appears in your hand. The object appears even if it was consumed or destroyed in the intervening time.", - "The object appears in the condition it was in at the time the spell was cast, including its condition, charges, and status.", - "Once cast on an object, this spell can never be cast on the same object again." - ], - "components": { - "v": true, - "s": true, - "m": "something from the past or future" - }, - "areaTags": [ - "ST" - ], - "miscTags": [ - "OBJ" - ] - }, - { - "name": "Time Bubble", - "source": "KibblesTasty:CC", - "page": 49, - "level": 8, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "special" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You create a 20-foot radius bubble of accelerated time around a point you can see within range. When you cast the spell, initiative (including your current turn) is interrupted and all creatures within it can take an additional turn in their initiative order immediately, but nothing they do inside the bubble can reach beyond or affect creatures outside the bubble (all attacks that pass through it miss, all spells that pass through it fail), and if they move outside the bubble, their additional turn immediately ends.", - "If any creature is intersected by the edge of the bubble (meaning it is not entirely inside or outside the bubble), the spell fails.", - "After all creatures inside the bubble have acted, the spell ends and initiative continues as normal." - ], - "components": { - "v": true, - "s": true, - "m": "something from the past or future" - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell with a spell slot of 9th level, all creatures inside the bubble complete a second round of turns before the spell ends." - ] - } - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "SCL" - ] - }, - { - "name": "Time Loop", - "source": "KibblesTasty:CC", - "page": 49, - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You force a creature within range to repeat its last turn. The target must make a Wisdom saving throw or have its personal timeline adjusted so that it repeats its last action in a preordained loop on its next turn. As the rest of the world may have changed, it attempts to repeat its last action to the best of its ability, including moving the same distance in the same direction, attacking the same target, or taking the same action it previously took.", - "Where these conflict, the caster decides which part of the action takes precedence. While a creature is compelled to take this action, it cannot be compelled to move into obvious danger (such as walk off a cliff).", - { - "type": "inset", - "name": "Note Taking", - "entries": [ - " Unlike most material components, for convenience sake, this spell's material components is required by the player in addition to their character (whose detailed list does not need to by a physical object, simply the knowledge of their target's actions), and consequently requires some preparation and attention to detail on the player's part to avoid making the DM having to keep track of such details." - ] - } - ], - "components": { - "v": true, - "s": true, - "m": "a detailed list of the actions and movement that the target creature took on its last turn, which the spell consumes" - }, - "areaTags": [ - "ST" - ], - "miscTags": [ - "FMV" - ] - }, - { - "name": "Time Skip", - "source": "KibblesTasty:CC", - "page": 50, - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You touch a willing creature, sending them a step into the future. That creature vanishes, before reappearing at the same location (or the nearest unoccupied space) at the start of their next turn." - ], - "components": { - "v": true, - "s": true, - "m": "a small symbol made up of two connected triangles" - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell with a 3rd level or higher spell slot, you can send them one additional round into the future for each spell slot level above 2nd. If you cast this spell with a 9th level spell slot, the target is sent 24 hours into the future instead." - ] - } - ], - "areaTags": [ - "ST" - ] - }, - { - "name": "Time Trap", - "source": "KibblesTasty:CC", - "page": 50, - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You place a snarl in time in an empty a 5-foot cube. The first time a creature enters the square, they must make a Wisdom saving throw. On a failure, a medium or smaller creature that is completely engulfed in the cube becomes {@condition stunned} until the start of their next turn, while a Large or larger creature becomes {@condition restrained} as part of their body becomes frozen in time for the same duration. On a success, the creature's speed is halved instead. Once activated, the trap does not activate again and the spell ends at the start of the trapped creature's next turn.", - "The trapped area is subtly distorted, and any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to detect the trap." - ], - "components": { - "v": true, - "s": true, - "m": "a handful of sand from an hourglass" - }, - "conditionInflict": [ - "restrained" - ], - "areaTags": [ - "C" - ] - }, { - "name": "Tornado", + "name": "Time Anchor", "source": "KibblesTasty:CC", - "page": 50, - "otherSources": [ - { - "source": "Generic Elemental Spells", - "page": 22 - } - ], - "level": 5, + "page": 49, + "level": 8, "school": "T", "time": [ { @@ -14219,123 +13883,459 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "type": "instant" } ], - "entries": [ - "A whirling tornado erupts, filling a 20-foot-radius, 40-foot high cylinder centered on a point within range.", - "Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes {@damage 4d8} bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.", - "As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses." - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "UBA" - ], - "areaTags": [ - "Y" - ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Wizard", "source": "PHB" }, { - "name": "Spellblade", - "source": "KSB" + "name": "Occultist", + "source": "KT:O" }, { "name": "Sorcerer", "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" } ] - } + }, + "entries": [ + "You place a temporal marker on an object. For the duration of the spell, you can activate that marker, bringing it forward in time to the hand of your presence self. When you do so, no events of the current time are changed, beyond that object disappears from where it previously was, and appears in your hand. The object appears even if it was consumed or destroyed in the intervening time.", + "The object appears in the condition it was in at the time the spell was cast, including its condition, charges, and status.", + "Once cast on an object, this spell can never be cast on the same object again." + ], + "components": { + "v": true, + "s": true, + "m": "something from the past or future" + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "OBJ" + ] }, - { - "name": "Tranquil Moment", - "source": "KibblesTasty:CC", - "page": 50, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - } - ] - }, - "entries": [ - "You increase your mental perception of time, giving you time to think. You can make a Wisdom or Intelligence ability check that would normally require an action without requiring an action (such as the Search action), and if that action would have disadvantage imposed on it by circumstances of time or pressure, you would not have disadvantage on the check." - ], - "components": { - "v": true, - "s": true - }, - "miscTags": [ - "UBA" - ] - }, { - "name": "Twisting Eruption", + "name": "Time Bubble", "source": "KibblesTasty:CC", - "page": 50, - "level": 7, - "school": "C", + "page": 49, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "special" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a 20-foot radius bubble of accelerated time around a point you can see within range. When you cast the spell, initiative (including your current turn) is interrupted and all creatures within it can take an additional turn in their initiative order immediately, but nothing they do inside the bubble can reach beyond or affect creatures outside the bubble (all attacks that pass through it miss, all spells that pass through it fail), and if they move outside the bubble, their additional turn immediately ends.", + "If any creature is intersected by the edge of the bubble (meaning it is not entirely inside or outside the bubble), the spell fails.", + "After all creatures inside the bubble have acted, the spell ends and initiative continues as normal." + ], + "components": { + "v": true, + "s": true, + "m": "something from the past or future" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a spell slot of 9th level, all creatures inside the bubble complete a second round of turns before the spell ends." + ] + } + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Time Loop", + "source": "KibblesTasty:CC", + "page": 49, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You force a creature within range to repeat its last turn. The target must make a Wisdom saving throw or have its personal timeline adjusted so that it repeats its last action in a preordained loop on its next turn. As the rest of the world may have changed, it attempts to repeat its last action to the best of its ability, including moving the same distance in the same direction, attacking the same target, or taking the same action it previously took.", + "Where these conflict, the caster decides which part of the action takes precedence. While a creature is compelled to take this action, it cannot be compelled to move into obvious danger (such as walk off a cliff).", + { + "type": "inset", + "name": "Note Taking", + "entries": [ + " Unlike most material components, for convenience sake, this spell's material components is required by the player in addition to their character (whose detailed list does not need to by a physical object, simply the knowledge of their target's actions), and consequently requires some preparation and attention to detail on the player's part to avoid making the DM having to keep track of such details." + ] + } + ], + "components": { + "v": true, + "s": true, + "m": "a detailed list of the actions and movement that the target creature took on its last turn, which the spell consumes" + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV" + ] + }, + { + "name": "Time Skip", + "source": "KibblesTasty:CC", + "page": 50, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a willing creature, sending them a step into the future. That creature vanishes, before reappearing at the same location (or the nearest unoccupied space) at the start of their next turn." + ], + "components": { + "v": true, + "s": true, + "m": "a small symbol made up of two connected triangles" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a 3rd level or higher spell slot, you can send them one additional round into the future for each spell slot level above 2nd. If you cast this spell with a 9th level spell slot, the target is sent 24 hours into the future instead." + ] + } + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Time Trap", + "source": "KibblesTasty:CC", + "page": 50, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You place a snarl in time in an empty a 5-foot cube. The first time a creature enters the square, they must make a Wisdom saving throw. On a failure, a medium or smaller creature that is completely engulfed in the cube becomes {@condition stunned} until the start of their next turn, while a Large or larger creature becomes {@condition restrained} as part of their body becomes frozen in time for the same duration. On a success, the creature's speed is halved instead. Once activated, the trap does not activate again and the spell ends at the start of the trapped creature's next turn.", + "The trapped area is subtly distorted, and any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to detect the trap." + ], + "components": { + "v": true, + "s": true, + "m": "a handful of sand from an hourglass" + }, + "conditionInflict": [ + "restrained" + ], + "areaTags": [ + "C" + ] + }, + { + "name": "Tornado", + "source": "KibblesTasty:CC", + "page": 50, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 22 + } + ], + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "A whirling tornado erupts, filling a 20-foot-radius, 40-foot high cylinder centered on a point within range.", + "Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes {@damage 4d8} bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn't pushed.", + "As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses." + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "UBA" + ], + "areaTags": [ + "Y" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Tranquil Moment", + "source": "KibblesTasty:CC", + "page": 50, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + } + ] + }, + "entries": [ + "You increase your mental perception of time, giving you time to think. You can make a Wisdom or Intelligence ability check that would normally require an action without requiring an action (such as the Search action), and if that action would have disadvantage imposed on it by circumstances of time or pressure, you would not have disadvantage on the check." + ], + "components": { + "v": true, + "s": true + }, + "miscTags": [ + "UBA" + ] + }, + { + "name": "Twisting Eruption", + "source": "KibblesTasty:CC", + "page": 50, + "level": 7, + "school": "C", "time": [ { "number": 1, @@ -14500,93 +14500,253 @@ ] } }, - { - "name": "Unstable Explosion", - "source": "KibblesTasty:CC", - "page": 51, + { + "name": "Unstable Explosion", + "source": "KibblesTasty:CC", + "page": 51, "otherSources": [ { "source": "Generic Elemental Spells", "page": 12 } ], - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You cause an 10 foot radius unstable explosion to erupt at a point of your choice within range, rolling {@dice 3d6}. For each die that rolls a 6, roll an additional {@dice d6} and the radius of the spell expands by 5 feet. Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success the target, the target takes half as much fire damage. " - ], - "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 1d6} for each slot level above 2nd." - ] - } - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "S" - ], - "damageInflict": [ - "fire" - ], - "miscTags": [ - "SCL" - ] - }, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause an 10 foot radius unstable explosion to erupt at a point of your choice within range, rolling {@dice 3d6}. For each die that rolls a 6, roll an additional {@dice d6} and the radius of the spell expands by 5 feet. Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success the target, the target takes half as much fire damage. " + ], + "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 1d6} for each slot level above 2nd." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ], + "damageInflict": [ + "fire" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Vacuum Pull", + "source": "KibblesTasty:CC", + "page": 51, + "otherSources": [ + { + "source": "Generic Elemental Spells", + "page": 22 + } + ], + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause a sudden savage burst of wind to howl toward you, attempting to pull a Huge or smaller creature within range that you can see toward you. The target must succeed a Strength saving throw or be yanked off their feet and flung toward you, landing within 5 feet of you and falling {@condition prone}. Flying creatures make the Strength save with disadvantage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet." + ] + } + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT" + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "KSB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } + }, + { + "name": "Vicious Hound", + "source": "KibblesTasty:CC", + "page": 51, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You summon a particularly vicious looking illusory hound that ferociously chases a target within range. Only the target can see the hound that chases them. The target creature can attempt to flee from the hound, moving at least 30 feet in any direction from where they start their turn. If the target does not flee or is unable to move at least 30 feet from where they started by the end of their turn, they take {@damage 3d8} psychic damage from being mauled by the hound at the end of the turn. The spell ends early if the target gets more than 120 feet from you.", + "At the end of each of their turns, the target can make a Wisdom saving throw. On success, they realize the hound is an illusion, and the spell ends." + ], + "components": { + "v": true, + "s": true, + "m": "a spiked collar" + }, + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the speed of the hound increases by 10 feet for each slot level above 2nd (meaning that the target must flee 10 additional feet to avoid taking the damage)." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCL", + "FMV" + ], + "areaTags": [ + "ST" + ] + }, { - "name": "Vacuum Pull", + "name": "Violent Crush", "source": "KibblesTasty:CC", - "page": 51, - "otherSources": [ - { - "source": "Generic Elemental Spells", - "page": 22 - } - ], - "level": 2, - "school": "V", + "page": 52, + "level": 4, + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -14596,215 +14756,55 @@ "amount": 30 } }, - "components": { - "v": true, - "s": true - }, "duration": [ { "type": "instant" } ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, "entries": [ - "You cause a sudden savage burst of wind to howl toward you, attempting to pull a Huge or smaller creature within range that you can see toward you. The target must succeed a Strength saving throw or be yanked off their feet and flung toward you, landing within 5 feet of you and falling {@condition prone}. Flying creatures make the Strength save with disadvantage." + "You place massive omnidirectional force on a Large or smaller creature or object within range, attempting to crush it in all directions inward. The target must make a Strength saving throw. On failure, the target takes {@damage 6d12} bludgeoning damage and falls {@condition prone}. On success, it takes half as much damage and does not fall {@condition prone}." ], + "components": { + "v": true, + "s": true + }, "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell lot of 3rd level or higher, the range of the spell increases by 10 feet." + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d12} for each slot level above 4th." ] } ], "conditionInflict": [ "prone" ], + "damageInflict": [ + "bludgeoning" + ], "savingThrow": [ "strength" ], - "miscTags": [ - "SGT" + "areaTags": [ + "ST" ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "KSB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "miscTags": [ + "SCL" + ] }, - { - "name": "Vicious Hound", - "source": "KibblesTasty:CC", - "page": 51, - "level": 2, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - } - ] - }, - "entries": [ - "You summon a particularly vicious looking illusory hound that ferociously chases a target within range. Only the target can see the hound that chases them. The target creature can attempt to flee from the hound, moving at least 30 feet in any direction from where they start their turn. If the target does not flee or is unable to move at least 30 feet from where they started by the end of their turn, they take {@damage 3d8} psychic damage from being mauled by the hound at the end of the turn. The spell ends early if the target gets more than 120 feet from you.", - "At the end of each of their turns, the target can make a Wisdom saving throw. On success, they realize the hound is an illusion, and the spell ends." - ], - "components": { - "v": true, - "s": true, - "m": "a spiked collar" - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the speed of the hound increases by 10 feet for each slot level above 2nd (meaning that the target must flee 10 additional feet to avoid taking the damage)." - ] - } - ], - "damageInflict": [ - "psychic" - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SCL", - "FMV" - ], - "areaTags": [ - "ST" - ] - }, - { - "name": "Violent Crush", - "source": "KibblesTasty:CC", - "page": 52, - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - } - ] - }, - "entries": [ - "You place massive omnidirectional force on a Large or smaller creature or object within range, attempting to crush it in all directions inward. The target must make a Strength saving throw. On failure, the target takes {@damage 6d12} bludgeoning damage and falls {@condition prone}. On success, it takes half as much damage and does not fall {@condition prone}." - ], - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d12} for each slot level above 4th." - ] - } - ], - "conditionInflict": [ - "prone" - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL" - ] - }, { "name": "Vicious Vapors", "source": "KibblesTasty:CC", @@ -14890,7 +14890,7 @@ { "name": "Violent Updraft", "source": "KibblesTasty:CC", - "page": 52, + "page": 52, "otherSources": [ { "source": "Generic Elemental Spells", @@ -14973,7 +14973,7 @@ { "name": "Vital Surge", "source": "KibblesTasty:CC", - "page": 52, + "page": 52, "level": 4, "school": "T", "time": [ @@ -15039,7 +15039,7 @@ { "name": "Volcanic Burst", "source": "KibblesTasty:CC", - "page": 52, + "page": 52, "otherSources": [ { "source": "Generic Elemental Spells", @@ -15105,7 +15105,7 @@ { "name": "Vorpal Shot", "source": "KibblesTasty:CC", - "page": 52, + "page": 52, "level": 5, "school": "T", "time": [ @@ -15161,7 +15161,7 @@ { "name": "Vorpal Weapon", "source": "KibblesTasty:CC", - "page": 53, + "page": 53, "level": 5, "school": "T", "time": [ @@ -15290,7 +15290,7 @@ { "name": "Wasp Barrage", "source": "KibblesTasty:CC", - "page": 53, + "page": 53, "otherSources": [ { "source": "Generic Elemental Spells", @@ -16001,15 +16001,14 @@ ] } }, - { "name": "Blood Bolt", "source": "KibblesTasty:BMS", - "page": 56, + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 56 + "page": 56 } ], "level": 0, @@ -16080,11 +16079,11 @@ { "name": "Bloody Burst", "source": "KibblesTasty:BMS", - "page": 56, + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 56 + "page": 56 } ], "level": 2, @@ -16158,11 +16157,11 @@ { "name": "Blood Divination", "source": "KibblesTasty:BMS", - "page": 56, + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 56 + "page": 56 } ], "level": 2, @@ -16215,11 +16214,11 @@ { "name": "Blood Explosion", "source": "KibblesTasty:BMS", - "page": 56, + "page": 56, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 56 + "page": 56 } ], "level": 3, @@ -16295,11 +16294,11 @@ { "name": "Blood Frenzy", "source": "KibblesTasty:BMS", - "page": 57, + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 57 + "page": 57 } ], "level": 4, @@ -16365,97 +16364,97 @@ "ST" ] }, - { - "name": "Blood Wave", + { + "name": "Blood Wave", "source": "KibblesTasty:BMS", - "page": 57, + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 57 - } - ], - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "cone", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Spellblade", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Occultist", - "source": "KT:O" - } - ] - }, - "entries": [ - "You release a wave of magical blood that spreads out in a 15-foot cone. Creatures in the path of the wave must make a Strength saving throw. On failure, a creature takes {@damage 2d6} bludgeoning damage and {@damage 2d6} necrotic damage and is knocked {@condition prone}. On a success, it takes half as much damage and is not knocked {@condition prone}.", - "When the wave passes over a creature that has died within the last minute or kills a creature, if that creature had blood, it strengthens the wave and causes it to travel and additional 5 feet (turning it into a 20-foot cone or more), up to a maximum of twice its original length." - ], - "components": { - "v": true, - "s": true, - "m": "a splash of your blood worth at least 4 hit points, which the spell consumes" - }, - "conditionInflict": [ - "prone" - ], - "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 range increases by 5 feet and the necrotic damage increases by {@damage 1d6} damage for each slot level above 2nd." - ] - } - ], - "damageInflict": [ - "bludgeoning", - "necrotic" - ], - "miscTags": [ - "SCL" - ] - }, + "page": 57 + } + ], + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Spellblade", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Occultist", + "source": "KT:O" + } + ] + }, + "entries": [ + "You release a wave of magical blood that spreads out in a 15-foot cone. Creatures in the path of the wave must make a Strength saving throw. On failure, a creature takes {@damage 2d6} bludgeoning damage and {@damage 2d6} necrotic damage and is knocked {@condition prone}. On a success, it takes half as much damage and is not knocked {@condition prone}.", + "When the wave passes over a creature that has died within the last minute or kills a creature, if that creature had blood, it strengthens the wave and causes it to travel and additional 5 feet (turning it into a 20-foot cone or more), up to a maximum of twice its original length." + ], + "components": { + "v": true, + "s": true, + "m": "a splash of your blood worth at least 4 hit points, which the spell consumes" + }, + "conditionInflict": [ + "prone" + ], + "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 range increases by 5 feet and the necrotic damage increases by {@damage 1d6} damage for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "necrotic" + ], + "miscTags": [ + "SCL" + ] + }, { "name": "Compelled Convulsion", "source": "KibblesTasty:BMS", - "page": 57, + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 57 + "page": 57 } ], "level": 2, @@ -16522,11 +16521,11 @@ { "name": "Crimson Poison", "source": "KibblesTasty:BMS", - "page": 57, + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 57 + "page": 57 } ], "level": 1, @@ -16598,11 +16597,11 @@ { "name": "Crimson Tide", "source": "KibblesTasty:BMS", - "page": 57, + "page": 57, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 57 + "page": 57 } ], "level": 3, @@ -16664,11 +16663,11 @@ { "name": "Devouring Mist", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 + "page": 58 } ], "level": 7, @@ -16735,11 +16734,11 @@ { "name": "Explode Heart", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 + "page": 58 } ], "level": 5, @@ -16802,11 +16801,11 @@ { "name": "Exsanguinate", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 + "page": 58 } ], "level": 4, @@ -16877,78 +16876,78 @@ "SCL" ] }, - { - "name": "Final Flame", + { + "name": "Final Flame", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 - } - ], - "level": 6, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - } - ] - }, - "entries": [ - "You place an ember of divine flame within a creature, which lies dormant until it is triggered, either by the creature carrying as a bonus action, or automatically if that creature is reduced to zero hit points.", - "When the flame is activated, the creature fire explodes, causing all creatures within 20 feet to make a Dexterity saving throw. On failure, they take {@damage 8d6} radiant damage. On success, they take half as much damage. The creature that triggered the flame then regains {@dice 8d6} hit points." - ], - "components": { - "v": true, - "s": true, - "m": "a phoenix's feather" - }, - "damageInflict": [ - "radiant" - ], - "areaTags": [ - "ST", - "S" - ], - "miscTags": [ - "HL" - ], - "savingThrow": [ - "dexterity" - ] - }, + "page": 58 + } + ], + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You place an ember of divine flame within a creature, which lies dormant until it is triggered, either by the creature carrying as a bonus action, or automatically if that creature is reduced to zero hit points.", + "When the flame is activated, the creature fire explodes, causing all creatures within 20 feet to make a Dexterity saving throw. On failure, they take {@damage 8d6} radiant damage. On success, they take half as much damage. The creature that triggered the flame then regains {@dice 8d6} hit points." + ], + "components": { + "v": true, + "s": true, + "m": "a phoenix's feather" + }, + "damageInflict": [ + "radiant" + ], + "areaTags": [ + "ST", + "S" + ], + "miscTags": [ + "HL" + ], + "savingThrow": [ + "dexterity" + ] + }, { "name": "Ichorous Blood", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 + "page": 58 } ], "level": 4, @@ -17020,11 +17019,11 @@ { "name": "Life Link", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 + "page": 58 } ], "level": 5, @@ -17109,11 +17108,11 @@ { "name": "Life Support", "source": "KibblesTasty:BMS", - "page": 58, + "page": 58, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 58 + "page": 58 } ], "level": 5, @@ -17172,11 +17171,11 @@ { "name": "Macabre Marionette", "source": "KibblesTasty:BMS", - "page": 59, + "page": 59, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 59 + "page": 59 } ], "level": 4, @@ -17246,11 +17245,11 @@ { "name": "Morbid Puppet", "source": "KibblesTasty:BMS", - "page": 59, + "page": 59, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 59 + "page": 59 } ], "level": 2, @@ -17324,11 +17323,11 @@ { "name": "Sanguine Doom", "source": "KibblesTasty:BMS", - "page": 60, + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 60 + "page": 60 } ], "level": 6, @@ -17398,11 +17397,11 @@ { "name": "Sanguine Spears", "source": "KibblesTasty:BMS", - "page": 60, + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 60 + "page": 60 } ], "level": 3, @@ -17479,11 +17478,11 @@ { "name": "Sense Blood", "source": "KibblesTasty:BMS", - "page": 60, + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 60 + "page": 60 } ], "level": 1, @@ -17622,11 +17621,11 @@ { "name": "Transfuse Life", "source": "KibblesTasty:BMS", - "page": 60, + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 60 + "page": 60 } ], "level": 1, @@ -17694,11 +17693,11 @@ { "name": "Vampiric Blade", "source": "KibblesTasty:BMS", - "page": 60, + "page": 60, "otherSources": [ { "source": "KibblesTasty:CC", - "page": 60 + "page": 60 } ], "level": 3, @@ -18544,7 +18543,7 @@ "Blood Components", "Blood Damage", "Concentration", - "Blood Magic Type" + "Blood Magic Type" ] } ] @@ -18563,57 +18562,57 @@ "One of the common things I see folks at my table and across the D&D Community looking for all the time is spells that better fit elemental archetypes beyond fire. It feels as if the fire spell list was completed, and everything else got a few leftovers. This is the complete list that gives each element it's own buffet.", "You can simple reflavor fire spells suit your needs - if that works for and your table, great! However, in my experience over the years of doing exactly that, it tends to rob the elements of the last vestige of unique flavor, subtle differences, and as consequent the world setting which should feel deep, mysterious, and magical, starts to feel more game-like, more formulaic.", "In providing this wave of new spells and their possibilities, this document can help a world have that mystifying depth of magic that represents the true scope of elemental magic and the touch of the thousands of wizards that have come before leaving behind the research, a true basis and complete system of generic elemental magic.", - "These are not spells that your world needs, but they are spells that it perhaps already has. These are the spells used by far flung tribes in elemental charged regions, spells used by the cultist of chromatic dragons, and spells used by elemental priests. How you introduce these spells is entirely up to you.", - "At the end of the day, this document is a tool. A reference or shortcut designed so you that you can skip the part of making the basic spells that should already exist, and get back to fleshing out your world, character, or whatever you were doing before someone sent you to this list, now armed with all the basic spells you'll need for the idea.", - { - "type": "entries", - "name": "SRD Expanded", - "page": 2, - "entries": [ - "The goal of this document is effectively expand the 5e SRD and provide elemental spells that cover a rich selection for all elements; something of an \"SRD++\" of sorts, combining the SRD with the KRD (Kibbles' Reference Document). The SRD and base game had a decent selection of fire spells, but left many other elements lacking - this document aims to shore that weakness up with standard spells anyone can use for any element." - ] - }, - { - "type": "entries", - "name": "Elemental Themes", - "page": 2, - "entries": [ - "The spells provided here attempt to make a consistent aspect to elemental spells of each type. These are summarized under each elemental ending below. These are not strictly followed, but simply serve to give a consistency across spells, trending toward similar saving throws and damage dice, and a collection of area of effect types that give each element enough of a list to plausible stand on its own." - ] - }, - { - "type": "entries", - "name": "Balance", - "page": 2, - "entries": [ - "The spells here have been playtested in periods ranging from years to months, but all follow straight forward principles and are largely formulaic in their power, being mostly easily comparable to existing spells.", - "This does not guarantee you will think they are balanced, and you are always encouraged to review what you allow from any source (1st or 3rd party). I think people that allow 1st party 5e products will find these not to be a major issue in most cases." - ] - }, - { - "type": "entries", - "name": "Beyond the Elements", - "page": 2, - "entries": [ + "These are not spells that your world needs, but they are spells that it perhaps already has. These are the spells used by far flung tribes in elemental charged regions, spells used by the cultist of chromatic dragons, and spells used by elemental priests. How you introduce these spells is entirely up to you.", + "At the end of the day, this document is a tool. A reference or shortcut designed so you that you can skip the part of making the basic spells that should already exist, and get back to fleshing out your world, character, or whatever you were doing before someone sent you to this list, now armed with all the basic spells you'll need for the idea.", + { + "type": "entries", + "name": "SRD Expanded", + "page": 2, + "entries": [ + "The goal of this document is effectively expand the 5e SRD and provide elemental spells that cover a rich selection for all elements; something of an \"SRD++\" of sorts, combining the SRD with the KRD (Kibbles' Reference Document). The SRD and base game had a decent selection of fire spells, but left many other elements lacking - this document aims to shore that weakness up with standard spells anyone can use for any element." + ] + }, + { + "type": "entries", + "name": "Elemental Themes", + "page": 2, + "entries": [ + "The spells provided here attempt to make a consistent aspect to elemental spells of each type. These are summarized under each elemental ending below. These are not strictly followed, but simply serve to give a consistency across spells, trending toward similar saving throws and damage dice, and a collection of area of effect types that give each element enough of a list to plausible stand on its own." + ] + }, + { + "type": "entries", + "name": "Balance", + "page": 2, + "entries": [ + "The spells here have been playtested in periods ranging from years to months, but all follow straight forward principles and are largely formulaic in their power, being mostly easily comparable to existing spells.", + "This does not guarantee you will think they are balanced, and you are always encouraged to review what you allow from any source (1st or 3rd party). I think people that allow 1st party 5e products will find these not to be a major issue in most cases." + ] + }, + { + "type": "entries", + "name": "Beyond the Elements", + "page": 2, + "entries": [ "The spells here marked with a K are created by KibblesTasty, are a subsection of Kibbles' Casting Compendium, a PDF and FoundryVTT module that contains nearly 250+ spells and is {@link available for $3 on my patreon|https://www.patreon.com/KibblesTasty}.", - "Kibbles' Casting Compendium is a collection of Kibbles' Generic Elemental Spells (this), Ranger Spells That Don't Suck, Occultist Spells, and countless Eclectic Spells I've created over the years for more classes and other content." - ] - }, - { - "type": "entries", - "name": "Feedback", - "page": 2, - "entries": [ - "If you find any errors, feel free to report them in the Error Correction Sheet If you want to leave balance feedback, use the Feedback Form.", - { - "type": "list", - "items": [ - "{@link Error Correction Sheet|https://docs.google.com/spreadsheets/d/1sXm14XZPt8cpuuMOoRwtveuaZvuTHGV_q57ktdduT6U/edit#gid=54157007}", - "{@link Feedback Form|https://forms.gle/xaW7LkWnfq1GR8pe6}" - ] - } - ] - }, + "Kibbles' Casting Compendium is a collection of Kibbles' Generic Elemental Spells (this), Ranger Spells That Don't Suck, Occultist Spells, and countless Eclectic Spells I've created over the years for more classes and other content." + ] + }, + { + "type": "entries", + "name": "Feedback", + "page": 2, + "entries": [ + "If you find any errors, feel free to report them in the Error Correction Sheet If you want to leave balance feedback, use the Feedback Form.", + { + "type": "list", + "items": [ + "{@link Error Correction Sheet|https://docs.google.com/spreadsheets/d/1sXm14XZPt8cpuuMOoRwtveuaZvuTHGV_q57ktdduT6U/edit#gid=54157007}", + "{@link Feedback Form|https://forms.gle/xaW7LkWnfq1GR8pe6}" + ] + } + ] + }, { "type": "entries", "name": "Acid", @@ -18847,10 +18846,10 @@ "5th", "{@spell aether storm|kibblestasty:CC}{@sup K}" ], - [ - "6th", - "{@spell power torrent|KibblesTasty:CC}{@sup K}" - ] + [ + "6th", + "{@spell power torrent|KibblesTasty:CC}{@sup K}" + ] ] } ] @@ -19159,24 +19158,24 @@ "page": 56, "entries": [ "Damage taken from casting blood magics reduces your current hit points and bypasses any temporary hit points or damage reduction you have (as you need blood to power the spell)." - ] - }, - { - "type": "entries", - "name": "Concentration", + ] + }, + { + "type": "entries", + "name": "Concentration", "page": 56, - "entries": [ - "While not universally true, many blood magic spells lack the Concentration requirements of normal spells. This is intentional, and part of what makes them appealing options to mages, but is also somewhat necessary as blood mages often take small amounts of damage from casting their spells, making it easy for them to lose concentration to their own spell casting otherwise." - ] - }, - { - "type": "entries", - "name": "Blood Magic Type", + "entries": [ + "While not universally true, many blood magic spells lack the Concentration requirements of normal spells. This is intentional, and part of what makes them appealing options to mages, but is also somewhat necessary as blood mages often take small amounts of damage from casting their spells, making it easy for them to lose concentration to their own spell casting otherwise." + ] + }, + { + "type": "entries", + "name": "Blood Magic Type", "page": 56, - "entries": [ - "Spells with the (blood magic) tag are considered to be Blood Magic spells. The Blood Magic type is a subtype of Arcane, meaning all Blood Magic spells are considered to be Arcane type by default." - ] - } + "entries": [ + "Spells with the (blood magic) tag are considered to be Blood Magic spells. The Blood Magic type is a subtype of Arcane, meaning all Blood Magic spells are considered to be Arcane type by default." + ] + } ] } ]