Finish spells
This commit is contained in:
@@ -2644,6 +2644,349 @@
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],
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"savingThrow": ["dexterity"],
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"damageInflict": ["piercing", "bludgeoning"]
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},
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{
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"name": "Spontaneous Combustion",
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"source": "SC",
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"level": 3,
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"school": "T",
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"time": [
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{
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"number": 1,
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"unit": "action"
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}
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],
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"range": {
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"type": "sphere",
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"distance": {
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"type": "feet",
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"amount": 20
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}
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},
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"components": {
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"v": true,
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"s": true,
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"m": "a match coated with rendered animal fat"
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},
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"duration": [
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{
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"type": "timed",
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"duration": {
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"type": "minute",
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"amount": 1
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}
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}
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],
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"classes": {
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"fromClassList": [
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{
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"name": "Artificer",
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"source": "TCE"
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},
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{
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"name": "Card Master",
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"source": "SC"
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},
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{
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"name": "Wizard",
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"source": "PHB"
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}
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]
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},
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"entries": [
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"You release a burst of energy that rapidly increases the temperature of clothes and skin, causing it to instantly catch fire. Choose up to five creatures you can see within 20 feet of you. Each of them must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d6} fire damage and catches fire. On a successful save, it takes half as much damage and does not catch fire.",
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"While on fire, a creature takes {@damage 1d6} fire damage at the start of each of its turns. This fire cannot be extinguished normally, but the creature can retry the Constitution saving throw at the end of each of its turns, putting itself out on a successful save."
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],
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"entriesHigherLevel": [
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{
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"type": "entries",
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"name": "At Higher Levels",
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"entries": [
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"When you cast this spell using a spell slot of 4th level or higher, the initial damage and subsequent fire damage each increase by {@scaledamage 1d6|3-9|1d6} for each slot level above 3rd."
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]
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}
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],
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"savingThrow": ["constitution"],
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"damageInflict": ["fire"]
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},
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{
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"name": "Steam Burst",
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"source": "SC",
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"level": 2,
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"school": "E",
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"time": [
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{
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"number": 1,
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"unit": "action"
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}
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],
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"range": {
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"type": "cube",
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"distance": {
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"type": "feet",
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"amount": 10
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}
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},
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"components": {
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"m": "a vial of water"
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},
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"duration": [
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{
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"type": "instant"
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}
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],
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"classes": {
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"fromClassList": [
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{
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"name": "Artificer",
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"source": "TCE"
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},
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{
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"name": "Sorcerer",
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"source": "PHB"
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},
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{
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"name": "Wizard",
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"source": "PHB"
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}
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]
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},
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"entries": [
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"You cause a blast of superheated steam to form in an area filling a 10-foot cube in front of you. The steam scalds and burns each creature within the area, forcing them to make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d6} fire damage and must succeed an additional Constitution saving throw or gain one level of {@condition exhaustion}, as the steam burn causes damage to internal organs. This level of exhaustion is removed once the creature has any amount of hit points restored.",
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"On a successful Dexterity saving throw, a creature takes half as much fire damage and doesn't have to make the Constitution save."
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],
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"savingThrow": ["dexterity", "constitution"],
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"damageInflict": ["fire"],
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"conditionInflict": ["exhaustion"]
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},
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{
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"name": "Tailwind",
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"source": "SC",
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"level": 3,
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"school": "C",
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"time": [
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{
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"number": 1,
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"unit": "bonus"
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}
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],
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"range": {
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"type": "line",
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"distance": {
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"type": "feet",
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"amount": 60
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}
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},
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"components": {
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"v": true,
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"s": true
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},
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"duration": [
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{
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"type": "timed",
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"duration": {
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"type": "minute",
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"amount": 1
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},
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"concentration": true
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}
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],
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"classes": {
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"fromClassList": [
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{
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"name": "Druid",
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"source": "PHB"
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},
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{
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"name": "Ranger",
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"source": "PHB"
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}
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]
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},
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"entries": [
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"The air whips about you, causing a strong air current to form. A gust of wind fills the air in a 60-foot line that is 20 feet wide, originating from you. Ranged attacks from weapons other than firearms within this area are made with a +2 bonus to attack rolls and damage, as long as they are made in the same direction as the blowing wind.",
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"While concentrating on this spell, you can use your bonus action to change the direction of the line of wind."
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]
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},
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{
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"name": "Vortex",
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"source": "SC",
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"level": 4,
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"school": "C",
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"time": [
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{
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"number": 1,
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"unit": "action"
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}
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],
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"range": {
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"type": "point",
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"distance": {
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"type": "feet",
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"amount": 90
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}
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},
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"components": {
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"s": true,
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"m": "an amethyst worth 200 gp, a ball of cast iron, a magnet, and a dash of glow worm powder"
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},
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"duration": [
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{
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"type": "timed",
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"duration": {
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"type": "round",
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"amount": 4
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},
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"concentration": true
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}
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],
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"classes": {
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"fromClassList": [
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{
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"name": "Sorcerer",
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"source": "PHB"
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},
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{
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"name": "Warlock",
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"source": "PHB"
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},
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{
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"name": "Wizard",
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"source": "PHB"
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}
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]
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},
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"entries": [
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"You snap your fingers and create an arcane vortex in the shape of a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn within the vortex or enters its area for the first time takes {@damage 2d10} force damage. The vortex is considered difficult terrain; additionally, creatures within the vortex cannot take the Dash action. Any creature attempting to leave the vortex's area must succeed a Strength saving throw. On a failed save, they are unable to use their movement to leave the vortex's area for the rest of their turn.",
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"Any creature that starts its turn within 5 feet of the vortex must succeed a Strength saving throw or be pulled into an unoccupied space within its boundaries. If there is no unoccupied space in the vortex, the creature is not pulled in.",
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"The vortex dissipates harmlessly if you do not maintain concentration on this spell for the full duration. However, at the start of your turn on the fourth round, the spell ends as the vortex implodes, releasing a massive amount of arcane energy. Anyone within the vortex's area when this happens must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d10} force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and is not knocked {@condition prone}."
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],
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"savingThrow": ["strength", "dexterity"],
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"damageInflict": ["force"],
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"conditionInflict": ["knocked prone"]
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},
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{
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"name": "Wall of Denial",
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"source": "SC",
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"level": 2,
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"school": "A",
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"time": [
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{
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"number": 1,
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"unit": "action"
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}
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],
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"range": {
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"type": "point",
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"distance": {
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"type": "feet",
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"amount": 10
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}
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},
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"components": {
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"v": true,
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"s": true,
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"m": "a small pane of glass and a smear of red paint"
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},
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"duration": [
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{
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"type": "timed",
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"duration": {
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"type": "minute",
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"amount": 1
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},
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"concentration": true
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}
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],
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"classes": {
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"fromClassList": [
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{
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"name": "Cleric",
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"source": "PHB"
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},
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{
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"name": "Sorcerer",
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"source": "PHB"
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},
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{
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"name": "Wizard",
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"source": "PHB"
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}
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]
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},
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"entries": [
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"You summon a 10-foot-wide, 10-foot-tall, and 1-inch-thick wall of magical force that extends from a point you choose within range. Before you cast the spell, choose any number of creatures you can see. The chosen creatures may walk through the wall unimpeded. Anyone else must make a Strength saving throw, passing through on a successful save. On a failed save, a creature is forced to stop and cannot use its movement to attempt to move past the wall for the rest of its turn.",
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"The wall can be attacked and destroyed to allow movement through it. Each 5-foot-square section of the wall has AC 10 and 15 hit points. Reducing a section of the wall to 0 hit points causes that section to dissipate, though the rest of the wall remains standing for the duration."
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],
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"entriesHigherLevel": [
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{
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"type": "entries",
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"name": "At Higher Levels",
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"entries": [
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"When you cast this spell using a spell slot of 3rd level or higher, the width of the wall increases by 10 feet for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, you can also choose to form the wall into a hemisphere with a radius of 10 feet."
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]
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}
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],
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"savingThrow": ["strength"]
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},
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{
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"name": "Warp Metal",
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"source": "SC",
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"level": 3,
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"school": "T",
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"time": [
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{
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"number": 1,
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"unit": "action"
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}
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],
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"range": {
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"type": "point",
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"distance": {
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"type": "touch"
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}
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},
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"components": {
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"v": true,
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"s": true
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},
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"duration": [
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{
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"type": "timed",
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"duration": {
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"type": "minute",
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"amount": 1
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},
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"concentration": true
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}
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],
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"classes": {
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"fromClassList": [
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{
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"name": "Artificer",
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"source": "TCE"
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},
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{
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"name": "Cleric",
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"source": "PHB"
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},
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{
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"name": "Sorcerer",
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"source": "PHB"
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},
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{
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"name": "Wizard",
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"source": "PHB"
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}
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]
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},
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"entries": [
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"You grasp a piece of nonmagical metal such as a sword or a piece of armor and alter its rigid structure, shifting it in your fingers as if it were clay.",
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"If the object you touch is an inanimate object that isn't being worn or carried, you can create a dent or hole in the object up to six inches across in any dimension.",
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"This distortion reduces the effectiveness of metal weapons and armor, weakening their physical structure. If you target a melee weapon with this spell, it deals half its normal damage. If you target a piece of armor, roll {@dice 1d4} and apply the result as a penalty to the AC granted by the item. If you target a shield, it only provides a +1 bonus to AC, instead of any other bonus it would provide. Any item with ballistics resistance loses it for the duration of the spell.",
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"If the object you touch is being held or carried by a creature, it can make a Dexterity saving throw to shift the object out of your grasp. If the creature is wearing the object, such as a piece of armor, the creature has disadvantage on this saving throw."
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],
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"savingThrow": ["dexterity"]
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}
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],
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"vehicle": [
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