Adding spells

This commit is contained in:
Chris
2023-11-18 11:36:32 +00:00
parent 00cbc2a818
commit 899c88ea05

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@@ -21,6 +21,629 @@
"dateAdded": 0, "dateAdded": 0,
"dateLastModified": 1690651629 "dateLastModified": 1690651629
}, },
"spell": [
{
"name": "Averer's Awakening",
"source": "SC",
"level": 7,
"school": "T",
"time": [
{
"number": 8,
"unit": "hour"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"v": true,
"s": true,
"m": {
"consume": true,
"cost": 5000000,
"text": "a precious gem worth 5000gp, that the spell consumes"
}
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "PHB"
},
{
"name": "Druid",
"source": "PHB"
}
]
},
"entries": [
"After spending the casting time tracing magical pathways within a precious gemstone, you touch a construct or plant that is Huge or smaller. The target must have either no Intelligence score or an Intelligence of 4 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know of your choosing. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub, the awakened tree or grove guardian.",
"The awakened construct or plant retains the loyalties it held before awakening, but is now more capable of following orders or making its own decisions. If the construct or plant is already under the influence of an enemy, awakening it does not change its predilection towards you or your allies, and it may act in a hostile manner."
]
},
{
"name": "Baleful Eversion",
"source": "SC",
"level": 4,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"s": true,
"m": "a wishbone"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"With a burst of transforming energy and a squelch of blood, you turn a creature you can see within range inside out, then immediately back to its previous form. The sudden inversion of their body is painful and disorienting, but causes no lasting damage.",
"The creature must make a Constitution saving throw. On a failed save, it takes {@dice 6d8} necrotic damage and becomes {@condition stunned} until the start of its next turn. On a success, it takes half as much damage on a success and isn't {@condition stunned}."
],
"damageInflict": ["necrotic"],
"savingThrow": ["constitution"]
},
{
"name": "Barlow's Warning Shot",
"source": "SC",
"level": 1,
"school": "I",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"m": "a spent shell casing"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Ranger",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"A creature within range suddenly hears a gunshot whiz just overhead, compelling it to get out of the way for its own safety. The creature must succeed on a Wisdom saving throw or immediately use its reaction to fall {@condition prone}. A creature that has already used its reaction or cannot take its reaction is unaffected by this spell."
],
"savingThrow": ["wisdom"]
},
{
"name": "Black Bullet",
"source": "SC",
"level": 0,
"school": "N",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"You conjure and fire a tiny, black orb that clings to its target like a leech, draining some of its vital force. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the target takes 1d4 necrotic damage, and the bullet clings to the target's body until it can be removed.",
"If a bullet is attached to a creature, it takes 1d4 necrotic damage at the start of each of its turns. Any creature can remove a bullet attached to a creature by spending its action to do so; alternatively, a target affected by a bullet can cause it to wither away by succeeding a Constitution saving throw at the end of its turn.",
"This spell's damage on subsequent turns increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)."
],
"savingThrow": ["constitution"],
"damageInflict": ["necrotic"],
"scalingLevelDice": {
"label": "necrotic damage",
"scaling": {
"1": "1d4",
"5": "2d4",
"11": "3d4",
"17": "4d4"
}
}
},
{
"name": "Black Bullet",
"source": "SC",
"level": 0,
"school": "N",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
}
]
},
"entries": [
"You conjure and fire a tiny, black orb that clings to its target like a leech, draining some of its vital force. As part of the action used to cast this spell, you must make a ranged attack with a firearm within the spell's range, otherwise the spell fails. On a hit, the target takes {@dice 1d4} necrotic damage, and the bullet clings to the target's body until it can be removed.",
"If a bullet is attached to a creature, it takes {@dice 1d4} necrotic damage at the start of each of its turns. Any creature can remove a bullet attached to a creature by spending its action to do so; alternatively, a target affected by a bullet can cause it to wither away by succeeding a Constitution saving throw at the end of its turn.",
"This spell's damage on subsequent turns increases by {@dice 1d4} when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})."
],
"savingThrow": ["constitution"],
"damageInflict": ["necrotic"],
"scalingLevelDice": {
"label": "necrotic damage",
"scaling": {
"1": "1d4",
"5": "2d4",
"11": "3d4",
"17": "4d4"
}
}
},
{
"name": "Blood-Lightning Bullet",
"source": "SC",
"level": 0,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"s": true,
"m": "a firearm"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Warlock",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"As part of the action used to cast this spell, you must make a ranged attack with a firearm against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blood-red lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.",
"This spell's damage increases when you reach higher levels. At 5th level, the ammunition deals an extra {@dice 1d8} lightning damage to the target, and the lightning damage to the second creature increases to {@dice 1d8} + your spellcasting ability modifier. Both damage rolls increase by {@dice 1d8} at 11th level and 17th level."
],
"damageInflict": ["lightning"],
"scalingLevelDice": {
"label": "lightning damage",
"scaling": {
"1": "1d8",
"5": "2d8",
"11": "3d8",
"17": "4d8"
}
}
},
{
"name": "Bubble Shield",
"source": "SC",
"level": 4,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "sphere",
"distance": {
"type": "feet",
"amount": 5
}
},
"components": {
"m": {
"consume": false,
"text": "an iron bowl, a leather strap from a shield"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
}
}
],
"classes": {
"fromClassList": [
{
"name": "Artificer",
"source": "TCE"
},
{
"name": "Paladin",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"You create a static, impenetrable shield in a 5-foot radius around yourself for the duration of the spell. Any creatures can enter and exit the shield freely.",
"Attacks, spells, and damaging effects originating from outside of the shield cannot affect anything inside the shield, as they either bounce off of it or are harmlessly deflected away. By the same token, creatures outside of the shield cannot target anything inside the shield with an attack, spell, or ability.",
"The same is true for attacks, spells, abilities, and effects within the shield attempting to target or affect anything outside of it."
]
},
{
"name": "Cardheart Guardian",
"source": "SC",
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 10
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Card Master",
"source": "SC"
}
]
},
"entries": [
"You tap into the wellspring of power you use for your card magic and manifest an energy being. Choose an unoccupied space you can see within range. An energy being in the form of a beast of challenge rating 2 or lower appears in that space. As long as this creature has at least one hit point, any damage that would be dealt to you is instead dealt to the creature.",
"The summoned creature obeys your verbal commands, taking its turn immediately after yours in the initiative order. The creature disappears when it reaches 0 hit points, if you lose sight of the creature, or when the spell ends.",
"In order to maintain the spell, you must use your bonus action on each of your turns to give the creature a verbal command. If you fail to do so, the spell immediately ends. If you have cast this spell multiple times, the same command can be given to all creatures summoned by this spell."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a 5th-level spell slot or higher, you may choose to summon an elemental of challenge rating 4 or lower instead of a beast. When you cast this spell using a 7th-level spell slot or higher, you may choose to summon a celestial of challenge rating 4 or lower instead of an elemental or beast."
]
}
]
},
{
"name": "Card Throw",
"source": "SC",
"level": 0,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Card Master",
"source": "SC"
}
]
},
"entries": [
"You conjure and then throw a magical card that is filled with energy. Roll a d6 to determine the color of the card, then make a ranged spell attack against the target. On a hit, the target takes damage based on the color of the card:",
{
"type": "table",
"colLabels": ["{@dice d6}", "Color", "Damage Type"],
"colStyles": ["col-2 text-center", "col-5", "col-5"],
"rows": [
[{"type": "cell", "roll": {"exact": 1}}, "Red", "Fire"],
[{"type": "cell", "roll": {"exact": 2}}, "Orange", "Acid"],
[{"type": "cell", "roll": {"exact": 3}}, "Yellow", "Lightning"],
[{"type": "cell", "roll": {"exact": 4}}, "Green", "Poison"],
[{"type": "cell", "roll": {"exact": 5}}, "Blue", "Cold"],
[{"type": "cell", "roll": {"exact": 6}}, "Violet", "Psychic"]
]
},
"On a roll of 1-5, the amount of damage the target takes is equal to 1d6 + your spellcasting ability modifier. On a roll of 6, the target takes 1d6 damage, then must succeed on a Constitution saving throw or become {@condition blinded} until the end of its next turn.",
"The spell creates more than one card when you reach higher level: two cards at 5th level, three cards at 11th level, and four at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll and d6 roll for each card."
],
"savingThrow": ["constitution"],
"damageInflict": ["fire", "acid", "lightning", "poison", "cold", "psychic"],
"conditionInflict": ["blinded"]
},
{
"name": "Chromatic Wave",
"source": "SC",
"level": 6,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "sphere",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Card Master",
"source": "SC"
},
{
"name": "Sorcerer",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"You charge up and release a wave of magical energy charged with elemental power.",
"Choose two damage types from either acid, cold, fire, lightning, poison, or thunder. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes {@dice 5d6} damage of the first chosen type, {@dice 5d6} damage of the second chosen type, and is {@condition stunned} until the beginning of your next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}."
],
"savingThrow": ["dexterity"],
"damageInflict": ["acid", "cold", "fire", "lightning", "poison", "thunder"],
"conditionInflict": ["stunned"]
},
{
"name": "Conjure Firing Squad",
"source": "SC",
"level": 5,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"s": true,
"m": "any piece of nonmagical ammunition"
},
"duration": [
{
"type": "instant"
}
],
"classes": {
"fromClassList": [
{
"name": "Ranger",
"source": "PHB"
}
]
},
"entries": [
"You place a piece of ammunition on the ground, pointing it towards an enemy. As you do, a number of vaguely humanoid shapes carrying spectral rifles appear, taking aim and firing on your wordless command.",
"Choose a creature within range. As you do, ten spirits appear and form a line facing the opponent, spreading out to your left and right, leaving you in the center. The line of spirits spreads out to fill a space as wide as 20 feet (10 feet on each side of you); however, the spirits are unaffected if there is not enough room for them all. The spirits are intangible and cannot be interacted with.",
"The spirits all fire their rifles a single time before disappearing, forcing the target to make a Dexterity saving throw. The target takes {@dice 10d6} piercing damage on a failed save, or half as much damage on a successful one."
],
"savingThrow": ["dexterity"],
"damageInflict": ["piercing"]
},
{
"name": "Conjure Flak Jacket",
"source": "SC",
"level": 1,
"school": "C",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"v": true,
"s": true,
"m": "a chip of ceramic"
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
}
}
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "PHB"
},
{
"name": "Wizard",
"source": "PHB"
}
]
},
"entries": [
"You touch a willing creature who isn't wearing armor. Wisps of shadow material pulled from the Shadowfell form and knit themselves into a tough, yet light and flexible vest, fitted perfectly to the creature. The vest is considered light armor with ballistics resistance (BR 3), though proficiency with it is not required to use it. While wearing the armor, a creature's base AC becomes 12 + its Dexterity modifier. The spell ends if the creature doffs the armor or if you dismiss the spell as an action."
]
}
],
"vehicle": [ "vehicle": [
{ {
"name": "Cargo Ship", "name": "Cargo Ship",
@@ -343,6 +966,150 @@
"entries": [ "entries": [
"These sails are made using powerful enchantments and are much more expensive than your average canvas, costing up to 5,000 gp a sail. Despite the cost, many a sailor will argue their incredible utility, as the sails themselves absorb solar energy and output power, eliminating the need for an engine almost entirely." "These sails are made using powerful enchantments and are much more expensive than your average canvas, costing up to 5,000 gp a sail. Despite the cost, many a sailor will argue their incredible utility, as the sails themselves absorb solar energy and output power, eliminating the need for an engine almost entirely."
] ]
},
{
"name": "Caravan",
"source": "SC",
"vehicleType": "SHIP",
"capCargo": 500,
"cost": 100,
"size": "L",
"terrain": ["land"],
"pace": 3,
"fluff": {
"entries": [
"{@bold Caravans, Carriages, and Carts.}",
"These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers."
]
}
},
{
"name": "Carriage",
"source": "SC",
"vehicleType": "SHIP",
"capPassenger": 4,
"cost": 100,
"size": "L",
"terrain": ["land"],
"pace": 3,
"fluff": {
"entries": [
"{@bold Caravans, Carriages, and Carts.}",
"These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers."
]
}
},
{
"name": "Cart",
"source": "SC",
"vehicleType": "SHIP",
"capCargo": 0.3,
"cost": 15,
"size": "M",
"terrain": ["land"],
"pace": 4,
"fluff": {
"entries": [
"{@bold Caravans, Carriages, and Carts.}",
"These simple vehicles are pulled by draft horses (or similar animals). A caravan is designed largely for holding a large amount of cargo, while a carriage is designed to comfortably house a number of passengers."
]
}
},
{
"name": "Monowheel",
"source": "SC",
"vehicleType": "SHIP",
"capPassenger": 1,
"cost": 1000,
"size": "M",
"terrain": ["land"],
"pace": 6,
"fluff": {
"entries": ["This is a one-wheeled single-track vehicle similar to a unicycle. However, instead of sitting above the wheel as in a unicycle, the rider sits within it. Steering is accomplished by leaning within the moving vehicle, though this is difficult to do at speed or on difficult terrain."]
}
},
{
"name": "Small Car",
"source": "SC",
"vehicleType": "SHIP",
"capPassenger": 4,
"cost": 750,
"size": "L",
"terrain": ["land"],
"pace": 10,
"fluff": {
"entries": [
"{@bold Cars and Tanks.}",
"These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.",
"The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)."
]
}
},
{
"name": "Large Car",
"source": "SC",
"vehicleType": "SHIP",
"capPassenger": 8,
"cost": 2000,
"size": "L",
"terrain": ["land"],
"pace": 20,
"fluff": {
"entries": [
"{@bold Cars and Tanks.}",
"These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.",
"The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)."
]
}
},
{
"name": "Clockwork Tank",
"source": "SC",
"vehicleType": "SHIP",
"capCrew": 6,
"cost": 100000,
"size": "H",
"terrain": ["land"],
"pace": 5,
"fluff": {
"entries": [
"{@bold Cars and Tanks.}",
"These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.",
"The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)."
]
}
},
{
"name": "Steam Tank",
"source": "SC",
"vehicleType": "SHIP",
"capCrew": 8,
"cost": 7200,
"size": "H",
"terrain": ["land"],
"pace": 3,
"fluff": {
"entries": [
"{@bold Cars and Tanks.}",
"These modern vehicles are fitted with engines consisting of heavy boilers and condensers. The power of the vehicle is intrinsically tied to the size of the boiler. A larger boiler is heavier, but produces more power.",
"The machinery of a steam-powered car is intricate and prone to damage at higher speeds, and the wheels and axles are not tuned for 'off-roading'. Cars travel at half speed when not traveling on an appropriate surface (i.e. pavement or tight-packed earth)."
]
}
},
{
"name": "Steam Engine",
"source": "SC",
"vehicleType": "SHIP",
"capPassenger": 300,
"cost": 10000,
"size": "G",
"terrain": ["land"],
"pace": 18,
"fluff": {
"entries": [
"This vehicle is a train that runs on a very powerful steam engine, designed for passengers and their cargo. The size of its engine allows for a much higher theoretical speed, but since it runs on specially built rails, its speed is contingent on the quality of the wood and metal construction of these rails."
]
}
} }
], ],
"optionalfeature": [ "optionalfeature": [