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Returning 35 results for '26 spell rare with a down of electrum blade'.
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26 spell rare with a down of electric blade
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26 spell range with a down of electrum base
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
A Rare Sighting As the party leaves their audience with the emperor, characters who have a passive Wisdom (Perception) score of 12 or higher catch a glimpse of a rare, fortuitous omen: the shadow of
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
A Rare Sighting As the party leaves their audience with the emperor, characters who have a passive Wisdom (Perception) score of 12 or higher catch a glimpse of a rare, fortuitous omen: the shadow of
a serpentine dragon—like the mythical Dragon of Heavenly Blessings—soaring through the clouds. All the characters, whether they saw this omen or not, gain the following charm (a type of supernatural
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the scroll. 4 Due to a strange error in creating the scroll, it is instead a random spell of the same level. 5 The rare parchment you bought for your scroll has a barely visible map on it. 6 A thief attempts to break into your workroom.* *Might involve a rival
Scribing a Spell Scroll With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (A-B) The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Spell When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be
too powerful for its level. A long duration or large area can make up for a lesser effect, depending on the spell. Avoid spells that have very limited use, such as one that works only against good
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (A-B) The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Spell Olga Drebas Ringlerun’s spell research leads in unexpected directions
as he unintentionally creates a flying gelatinous cubelet When creating a new spell, use existing ones as
examples. Here are some things to consider: Name. The spell must have a unique name. Balance. If the spell is so good that a caster would want to use it all the time, it’s probably too powerful for its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Spell Olga Drebas Ringlerun’s spell research leads in unexpected directions
as he unintentionally creates a flying gelatinous cubelet When creating a new spell, use existing ones as
examples. Here are some things to consider: Name. The spell must have a unique name. Balance. If the spell is so good that a caster would want to use it all the time, it’s probably too powerful for its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the scroll. 4 Due to a strange error in creating the scroll, it is instead a random spell of the same level. 5 The rare parchment you bought for your scroll has a barely visible map on it. 6 A thief attempts to break into your workroom.* *Might involve a rival
Scribing a Spell Scroll With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Spell When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be
too powerful for its level. A long duration or large area can make up for a lesser effect, depending on the spell. Avoid spells that have very limited use, such as one that works only against good
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Identifying a Spell Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s
being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell’s effect, or both, the character can make an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Identifying a Spell Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s
being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell’s effect, or both, the character can make an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara
be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara
be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
Monsters
Monster Manual
Multiattack. The githyanki makes two Psi Blade attacks.
Psi Blade. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Psi Blade"}, reach 5 ft. Hit: 9 (2d6 + 2
);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Psi Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Psi Blade
Monsters
Monster Manual
Pact Blade. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction
":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pact
Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
Monsters
Monster Manual
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Shadow Blade
", "rollAction":"Shadow Blade", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The blade magically returns to the kenku’s hand immediately after a ranged attack.Eldritch Lantern (Recharge 4
Monsters
Monster Manual
.
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
26. Small Room with a Door of Electric Blue The two doors near the northern corners of the throne room look the same. When a character comes within 10 feet of either one, it can be seen that the door
actually shimmers with a faint blue light. When the door is touched, this glimmering grows bright. A brass pull beckons to be used, and the door will open easily. Inside the western room there is
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
Charisma as the spellcasting ability (spell save DC 15):
At Will: Phantom Steed 1/Day Each: Destructive Wave (Necrotic), Dispel MagicParry. Trigger: The aspirant is hit by a melee attack roll while
Magic Resistance. The aspirant has Advantage on saving throws against spells and other magical effects.
Marshal Undead. Undead creatures of the aspirant’s choice (excluding itself) in a 60
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
26. Small Room with a Door of Electric Blue The two doors near the northern corners of the throne room look the same. When a character comes within 10 feet of either one, it can be seen that the door
actually shimmers with a faint blue light. When the door is touched, this glimmering grows bright. A brass pull beckons to be used, and the door will open easily. Inside the western room there is