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56 changes: 28 additions & 28 deletions Spells/EE Spells.xml
Original file line number Diff line number Diff line change
Expand Up @@ -297,11 +297,11 @@
<classes>Druid, Sorcerer, Wizard, Rogue (Arcane Trickster), Fighter (Eldritch Knight)</classes>
<text>You seize the air and compel it to create one of the following effects at a point you can see within range:</text>
<text />
<text>*One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.</text>
<text>One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.</text>
<text />
<text>*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.</text>
<text>You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.</text>
<text />
<text>*You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.</text>
<text>You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.</text>
<text />
<text>This spell can be found in the Elemental Evil Player's Companion</text>
</spell>
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<classes>Druid, Sorcerer, Warlock, Wizard</classes>
<text>Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:</text>
<text />
<text>*You are immune to fire damage and have resistance to cold damage.</text>
<text>You are immune to fire damage and have resistance to cold damage.</text>
<text />
<text>*Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.</text>
<text>Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.</text>
<text />
<text>*You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.</text>
<text>You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.</text>
<text />
<text>This spell can be found in the Elemental Evil Player's Companion</text>
<roll>1d10</roll>
Expand All @@ -374,13 +374,13 @@
<classes>Druid, Sorcerer, Warlock, Wizard</classes>
<text>Until the spell ends, ice rimes your body, and you gain the following benefits:</text>
<text />
<text>*You are immune to cold damage and have resistance to fire damage.</text>
<text>You are immune to cold damage and have resistance to fire damage.</text>
<text />
<text>*You can move across difficult terrain created by ice or snow without spending extra movement.</text>
<text>You can move across difficult terrain created by ice or snow without spending extra movement.</text>
<text />
<text>*The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.</text>
<text>The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.</text>
<text />
<text>*You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.</text>
<text>You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.</text>
<text />
<text>This spell can be found in the Elemental Evil Player's Companion</text>
</spell>
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<classes>Druid, Sorcerer, Warlock, Wizard</classes>
<text>Until the spell ends, bits of rock spread across your body, and you gain the following benefits:</text>
<text />
<text>*You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</text>
<text>You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</text>
<text />
<text>*You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.</text>
<text>You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.</text>
<text />
<text>*You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.</text>
<text>You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.</text>
<text />
<text>This spell can be found in the Elemental Evil Player's Companion</text>
</spell>
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<classes>Druid, Sorcerer, Warlock, Wizard</classes>
<text>Until the spell ends, wind whirls around you, and you gain the following benefits:</text>
<text />
<text>*Ranged weapon attacks made against you have disadvantage on the attack roll.</text>
<text>Ranged weapon attacks made against you have disadvantage on the attack roll.</text>
<text />
<text>*You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.</text>
<text>You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.</text>
<text />
<text>*You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.</text>
<text>You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.</text>
<text />
<text>This spell can be found in the Elemental Evil Player's Companion</text>
<roll>2d10</roll>
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<classes>Druid, Sorcerer, Wizard, Rogue (Arcane Trickster), Fighter (Eldritch Knight)</classes>
<text>You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:</text>
<text />
<text>*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.</text>
<text>If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.</text>
<text />
<text>*You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.</text>
<text>You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.</text>
<text />
<text>*If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.</text>
<text>If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.</text>
<text />
<text>If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</text>
<text />
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<classes>Druid, Sorcerer, Wizard, Rogue (Arcane Trickster), Fighter (Eldritch Knight)</classes>
<text>You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:</text>
<text />
<text>*You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.</text>
<text>You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.</text>
<text />
<text>*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.</text>
<text>You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.</text>
<text />
<text>*You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.</text>
<text>You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.</text>
<text />
<text>*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.</text>
<text>You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.</text>
<text />
<text>If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</text>
<text />
Expand Down Expand Up @@ -750,15 +750,15 @@
<text />
<text>The wind has the following effects:</text>
<text />
<text>*It deafens you and other creatures in its area.</text>
<text>It deafens you and other creatures in its area.</text>
<text />
<text>*It extinguishes unprotected flames in its area that are torch-sized or smaller.</text>
<text>It extinguishes unprotected flames in its area that are torch-sized or smaller.</text>
<text />
<text>*The area is difficult terrain for creatures other than you.</text>
<text>The area is difficult terrain for creatures other than you.</text>
<text />
<text>*The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.</text>
<text>The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.</text>
<text />
<text>*It hedges out vapor, gas, and fog that can be dispersed by strong wind.</text>
<text>It hedges out vapor, gas, and fog that can be dispersed by strong wind.</text>
<text />
<text>This spell can be found in the Elemental Evil Player's Companion</text>
</spell>
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