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SwordMeow; Tweaked Sorcerer.json
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SwordMeow; Tweaked Sorcerer.json
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{
"_meta": {
"sources": [
{
"json": "TSorc",
"abbreviation": "TS",
"full": "Tweaked Sorcerer",
"authors": [
"SwordMeow",
"Caelreader",
"SargeBriar"
],
"version": "2018.12.04",
"url": "https://drive.google.com/file/d/0B40nce9YZ1MbZlpqMVp5bVJmTlU/view",
"targetSchema": "1.0.0"
}
],
"dateAdded": 1545342498,
"dateLastModified": 1545342498
},
"class": [
{
"name": "Sorcerer (Tweaked)",
"source": "TSorc",
"fluff": [
"Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.",
"Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.",
"Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.",
"Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.",
{
"name": "Innate Magic",
"entries": [
"Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.",
"The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparant flukes. Some sorcerers can't name the origin of their power, wile others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.",
"Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash their power."
],
"type": "section"
},
{
"name": "Unexplained Powers",
"entries": [
"Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on."
],
"type": "section"
},
{
"name": "Creating a Sorcerer",
"entries": [
"Sorcerers often have obscure or quixotic motivations driving them to adventure. The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to an array of varied species - but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with innate magic but perhaps scarred as well?",
"How do you feel about the power coursing through you? Do you embrace it and master it, or revel in its unpredictable nature? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? Perhaps you feel like you've been given this power for a lofty purpose, or you might decide that the power gives you the right to do what you want, to take what you want from others. Maybe your power links you to a powerful individual in the world\u2014the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this."
],
"type": "section"
}
],
"hd": {
"number": 1,
"faces": 6
},
"proficiency": [
"wis",
"cha"
],
"startingProficiencies": {
"weapons": [
"{@item dagger|phb|daggers}",
"{@item dart|phb|darts}",
"{@item sling|phb|slings}",
"{@item quarterstaff|phb|quarterstaffs}",
"{@item light crossbow|phb|light crossbows}"
],
"skills": [
{
"choose": {
"from": [
"arcana",
"deception",
"insight",
"intimidation",
"persuasion",
"religion"
],
"count": 2
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) a {@item light crossbow|phb} and {@item Crossbow Bolts (20)|phb|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}",
"(a) a (a) an {@item dungeoneer's pack|phb} or (b) a {@item explorer's pack|phb}",
"Two {@item dagger|phb|daggers}"
],
"defaultData": [
{
"a": [
"light crossbow|phb",
"Crossbow Bolts (20)|phb"
],
"b": [
{
"equipmentType": "weaponSimple"
}
]
},
{
"a": [
"dungeoneer's pack|phb"
],
"b": [
"explorer's pack|phb"
]
},
{
"_": [
{
"item": "dagger|phb",
"quantity": 2
}
]
}
]
},
"multiclassing": {
"requirements": {
"cha": 13
}
},
"classTableGroups": [
{
"colLabels": [
"Sorcery Points"
],
"rows": [
[
0
],
[
2
],
[
3
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[
4
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[
5
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[
6
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[
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[
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[
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[
10
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[
11
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[
12
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[
13
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[
14
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[
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[
16
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[
17
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[
18
],
[
19
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[
20
]
]
},
{
"colLabels": [
"{@filter Cantrips Known|spells|level=0|class=Sorcerer}",
"{@filter Spells Known|spells|class=Sorcerer}"
],
"rows": [
[
4,
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],
[
4,
3
],
[
4,
4
],
[
5,
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[
5,
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[
5,
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[
5,
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5,
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[
5,
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[
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[
6,
12
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[
6,
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[
6,
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[
6,
13
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[
6,
14
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[
6,
14
],
[
6,
15
],
[
6,
15
],
[
6,
15
],
[
6,
15
]
]
},
{
"title": "Spell Slots per Spell Level",
"colLabels": [
"{@filter 1st|spells|level=1|class=Sorcerer}",
"{@filter 2nd|spells|level=2|class=Sorcerer}",
"{@filter 3rd|spells|level=3|class=Sorcerer}",
"{@filter 4th|spells|level=4|class=Sorcerer}",
"{@filter 5th|spells|level=5|class=Sorcerer}",
"{@filter 6th|spells|level=6|class=Sorcerer}",
"{@filter 7th|spells|level=7|class=Sorcerer}",
"{@filter 8th|spells|level=8|class=Sorcerer}",
"{@filter 9th|spells|level=9|class=Sorcerer}"
],
"rows": [
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2,
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[
4,
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3,
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1,
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[
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3,
1,
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[
4,
3,
3,
3,
3,
2,
1,
1,
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],
[
4,
3,
3,
3,
3,
2,
2,
1,
1
]
]
}
],
"classFeatures": [
"Spellcasting|Sorcerer (Tweaked)|TSorc|1",
{
"classFeature": "Sorcerous Origin|Sorcerer (Tweaked)|TSorc|1",
"gainSubclassFeature": true
},
"Font of Magic|Sorcerer (Tweaked)|TSorc|2",
"Metamagic (2)|Sorcerer (Tweaked)|TSorc|3",
"Ability Score Improvement|Sorcerer (Tweaked)|TSorc|4",
"Metamagic (4)|Sorcerer (Tweaked)|TSorc|6",
{
"classFeature": "Sorcerous Origin feature|Sorcerer (Tweaked)|TSorc|6",
"gainSubclassFeature": true
},
"Ability Score Improvement|Sorcerer (Tweaked)|TSorc|8",
"Metamagic (6)|Sorcerer (Tweaked)|TSorc|10",
"Ability Score Improvement|Sorcerer (Tweaked)|TSorc|12",
"Metamagic (8)|Sorcerer (Tweaked)|TSorc|14",
{
"classFeature": "Sorcerous Origin feature|Sorcerer (Tweaked)|TSorc|14",
"gainSubclassFeature": true
},
"Ability Score Improvement|Sorcerer (Tweaked)|TSorc|16",
{
"classFeature": "Sorcerous Origin feature|Sorcerer (Tweaked)|TSorc|18",
"gainSubclassFeature": true
},
"Ability Score Improvement|Sorcerer (Tweaked)|TSorc|19",
"Sorcerous Restoration|Sorcerer (Tweaked)|TSorc|20"
],
"subclassTitle": "Sorcerous Origin",
"cantripProgression": [
4,
4,
4,
5,
5,
5,
5,
5,
5,
6,
6,
6,
6,
6,
6,
6,
6,
6,
6,
6
],
"spellsKnownProgression": [
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3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
12,
13,
13,
14,
14,
15,
15,
15,
15
]
}
],
"optionalfeature": [
{
"type": "optfeature",
"name": "Augmented Spell",
"source": "TSorc",
"page": 4,
"featureType": [
"MM"
],
"entries": [
"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to change the saving throw required for one target of the spell. If the original save is a physical score, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental score, such as Intelligence, Wisdom, or Charisma, it must remain one."
]
},
{
"type": "optfeature",
"name": "Delayed Spell",
"source": "TSorc",
"page": 4,
"featureType": [
"MM"
],
"entries": [
"When you cast a spell, you can delay it occuring until the start of your next turn by spending 1 sorcery point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point."
]
}
],
"table": [
{
"name": "Positive Surges",
"source": "TSorc",
"page": 8,
"colLabels": [
"1d20",
"Positive Surge"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
1,
"No Effect"
],
[
2,
"The smell of your favorite food fills the air around you."
],
[
3,
"Small plants grow to full bloom around your feet."
],
[
4,
"Your clothes become cleaned, and faded dyes return to full brightness."
],
[
5,
"Your body becomes sheathed in a thin layer of protective energy. You gain temporary hitpoints equal to the spell's level + your spellcasting ability modifier."
],
[
6,
"You are innervated. Your movement speed increases by 15 feet until the end of your next turn."
],
[
7,
"The energy of the spell flashes brightly. A target of your choice within 5 feet of the target of the spell must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn."
],
[
8,
"The energy of the spell becomes raw and without defined form. If the spell deals damage, you can choose to change its damage type to force damage."
],
[
9,
"With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 10 feet of you."
],
[
10,
"Arcs of chaotic energy emanate from the spell. A random hostile creature within 15 feet of the target of the spell takes 1d8 lightning damage."
],
[
11,
"Enemy attacks are pushed away. The next attack against you before the start of your next turn has disadvantage."
],
[
12,
"The air around you crackles. Until the start of your next turn, if a creature within 30 feet of you hits you with an attack, you can use your reaction to deal 1d4 lightning damage to the attacker. This damage increases by 1d4 for every level of the spell above 1st."
],
[
13,
"If you cast a spell before the end of your next turn, roll on this table and gain a positive effect."
],
[
14,
"You become energetic. You gain the effects of the haste spell until the end of your next turn, ignoring the lethargy."
],
[
15,
"The spell amplifies. If the spell deals damage, it deals an extra 1d6 damage to each target, increasing by an additional 1d6 for every level of the spell above 1st."
],
[
16,
"If you take damage from a spell before the start of your next turn, you can roll 1d8 and reduce the damage by the number rolled."
],
[
17,
"The spell becomes unusually stable. If the spell requires concentration, you have advantage on constitution saving throws you make to maintain it."
],
[
18,
"The spell seems to guide itself towards your targets. You have advantage on the attack roll, and targets have disadvantage on saving throws, for this spell."
],
[
19,
"The spell is efficient, allowing you to siphon excess magic. You regain a 1st level spell slot if you have expended any. If you have the Font of Magic feature, you can choose to regain 2 sorcery points instead."
],
[
20,
"Roll twice on this table and gain both effects; reroll 20s."
]
]
},
{
"name": "Negative Surges",
"source": "TSorc",
"page": 8,
"colLabels": [
"1d20",
"Negative Surge"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
1,
"Roll twice on this table and suffer both effects; reroll 1s."
],
[
2,
"The spell requires additional energy to cast. You must expend a spell slot of 1st level or higher, or else the spell fails. If you have the Font of Magic feature, you can choose to expend 2 sorcery points instead."
],
[
3,
"The spell becomes erratic and hard to aim. You have disadvantage on the attack roll, and targets have advantage on saving throws, for this spell."
],
[
4,
"The spell becomes unstable, requiring extra effort to hold it in place. If the spell requires concentration, you have disadvantage on concentration checks for it."
],
[
5,
"If you take damage from a spell before the start of your next turn, you take an additional 1d8 force damage."
],
[
6,
"The spell bleeds away energy. If the spell deals damage, it deals 1d6 less damage to each target, decreasing by an additional 1d6 for every level of the spell above 1st."
],
[
7,
"Electricity courses through your muscles, causing you to tense up. You suffer the effects of the slow spell until the end of your next turn."
],
[
8,
"If you cast a spell before the end of your next turn, roll on this table and suffer a negative effect."
],
[
9,
"Static energy builds up in your body, waiting for something to ignite it. Until the start of your next turn, if a creature hits you with an attack, you take an additional 1d4 lightning damage. This damage increases by 1d4 for every level of the spell above 1st."
],
[
10,
"Enemy attacks are drawn to you. The next attack against you before the start of your next turn has advantage."
],
[
11,
"Arcs of chaotic energy emanate from the spell. A random friendly creature within 15 feet of the target of the spell takes 1d8 lightning damage."
],
[
12,
"Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 10 feet of you."
],
[
13,
"The spell fails to coalesce and penetrate defenses properly. If the spell deals damage, targets with resistance to the damage have immunity instead."
],
[
14,
"A flash of light bursts straight into your face. You must make a Constitution saving throw against your Spell Save DC or be blinded until the end of your next turn."
],
[
15,
"You are enervated. Your movement speed decreases by 15 feet until the end of your next turn."
],
[
16,
"Some of the spell's energy backfires. You take force damage equal to the spell's level + your spellcasting ability modifier."
],
[
17,
"You suffer a faint ringing in your ears for the next minute."
],
[
18,
"Fractal, lightning-like scars appear on your hands and arms, which disappear when you receive any magical healing."
],
[
19,
"You immediately become thirsty and hungry."
],
[
20,
"No Effect."
]
]
}
],
"spell": [
{
"name": "Pillars of Winter",
"level": 3,
"school": "T",
"source": "TSorc",
"page": 13,
"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": 10
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
}
],
"fromSubclass": [
{
"class": {
"name": "Sorcerer (Tweaked)",
"source": "TSorc"
},
"subclass": {
"name": "Wintry Ascendant",
"source": "TSorc"
}
}
]
},
"entries": [
"You cause moisture in the air to condense into up to 2 icy pillars within range, or 3 if you are in a snowstorm. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 15 feet, and they conjured floating 15 feet above the ground.",
"At the start of your next turn, the pillars fall to the ground. If a pillar falls onto a Medium or smaller creature, it must make a Dexterity saving throw. On a failure, it takes {@dice 2d6} cold and {@damage 2d6} bludgeoning damage and is restrained, pinched between the pillar and the ground. On a success, the creature takes half as much damage and must move 5 feet in any horizontal direction or fail the save automatically. A restrained creature who could move 5 feet can make a Strength or Dexterity check (their choice) as an action against your spell save DC. On a success, the creature is no longer restrained and must move from under the pillar.",
"Once the pillars fall, you can use your bonus action to cause one or more of the pillars to shatter. Each creature within 5 feet of the shattered pillar must make a Dexterity saving throw, taking {@dice 2d6} cold and {@damage 2d6} bludgeoning damage on a failed save, or half as much on a success. After the damage is dealt, a creature restrained by the pillar is no longer restrained.",
"If you maintain your concentration on this spell for its full duration, the pillars become permanent and can't be dispelled. Otherwise, they fade when the spell ends."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 5th level or higher, you create one additional pillar for every two slots above 3rd."
]
}
]
},
{
"name": "Ice Shield",
"level": 2,
"school": "A",
"source": "TSorc",
"page": 13,
"time": [
{
"number": 1,
"unit": "reaction",
"condition": "which you take when you fail a Dexterity or Constitution saving throw that deals damage"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1
}
}
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
}
]
},
"entries": [
"A shield of ice coalesces to protect you from oncoming danger. Until the start of your next turn, you gain {@dice 2d6 + 6} temporary hitpoints, which can be lost by the triggering effect."
]
},
{
"name": "Freeze",
"level": 3,
"school": "E",
"source": "TSorc",
"page": 13,
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "touch"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "PHB"
},
{
"name": "Sorcerer",
"source": "PHB"
}
]
},
"entries": [
"You grasp the flesh or armaments of a creature and disperse their heat to the air, freezing them. They must make a Constitution saving throw. On a failure, they are paralyzed. At the end of its next turn, it must make another Constitution saving throw, and it does so with advantage if it is Large or bigger. The spell ends on a success, but on a failure, they are petrified, turned to ice. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.",
"If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice."
]
},
{
"name": "Mass Freeze",
"level": 5,
"school": "E",
"source": "TSorc",
"page": 13,
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60