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Returning 35 results for '3 have of spell'.
Spells
Playerâs Handbook
Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Spells
Playerâs Handbook
-Level Spell Slot. The bonus increases to +2 with a level 3â5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher
Spells
Playerâs Handbook
spellâs level in the stat block.
Undead Spirit
Medium Undead, Neutral
AC 11 + the spellâs level
HP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3
). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spellâs level Necrotic damage, and the target has the Frightened condition until the end of its next
Spells
Playerâs Handbook
modifier, reach 5 ft. Hit: 1d10 + 3 + the spellâs level Slashing damage, and the target canât regain Hit Points until the start of the spiritâs next turn.
Eye Ray (Beholderkin Only
). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spellâs level Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spellâs level Psychic damage.
Spells
Playerâs Handbook
âs level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
modifier, reach 10 ft. Hit: 1d6 + 3 plus the spellâs level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60
Spells
Playerâs Handbook
Celestial, Neutral
AC 11 + the spellâs level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
Mod
Save
STR
16
+3
+3
spellâs level Radiant damage.
Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spellâs level Radiant damage, and the
Magic Items
Dungeon Masterâs Guide
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the
spellâs level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Masterâs Guide
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase
the spellâs level by 1 for each additional charge you expend.
Regaining Charges.The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Masterâs Guide
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the
spell. You increase the spellâs level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.
Spells
Playerâs Handbook
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
Spells
Playerâs Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Spells
Playerâs Handbook
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spells
Playerâs Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Magic Items
Dungeon Masterâs Guide
.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
Magic Items
Dungeon Masterâs Guide
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
special Somatic component: you must reach into the hat and âpullâ the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you donât know. The
Magic Items
Dungeon Masterâs Guide
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spellâs saving throw DC
Magic Items
Dungeon Masterâs Guide
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Magic Items
Dungeon Masterâs Guide
cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the boardâs surface, answering your questions by pointing to the letters or words on the board.
Spell
Charge Cost
Augury
1
Commune
3
;Woe.â The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the boardâs magic to function.
This board has 3 charges
Magic Items
Dungeon Masterâs Guide
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesnât create an area of effect. The absorbed spellâs effect is canceled, and the spell
Spells
Playerâs Handbook
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Magic Items
Dungeon Masterâs Guide
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
lid closes. The lid canât otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9
Magic Items
Dungeon Masterâs Guide
spell.
Spell
Charge Cost
Command (âfleeâ or âgrovelâ only)
1
Fear (60-foot Cone)
3
Regaining Charges. The wand regains 1d6 + 1 expended charges
Magic Items
Dungeon Masterâs Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
Magic Items
Dungeon Masterâs Guide
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it canât be used again until the next dawn.
Magic Items
Dungeon Masterâs Guide
spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Burning Hands
1
Fireball
3
Wall of Fire
4
Regaining Charges
Spells
Playerâs Handbook
âs level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spellâs level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
Mod
Save
number of Fey Blade attacks equal to half this spellâs level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spellâs level
Spells
Playerâs Handbook
makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target
Magic Items
Dungeon Masterâs Guide
When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).
Agitating this potionâs muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
Spells
Playerâs Handbook
you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that launch forward and then disappear. Each creature of your choice that
Magic Items
Dungeon Masterâs Guide
(Cantrip);Cantrip
Common
13
+5
Spell Scroll (Level 1);1st
Common
13
+5
Spell Scroll (Level 2);2nd
Uncommon
13
+5
Spell Scroll (Level 3);3rd
Uncommon
15
+7
Spell Scroll
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
Magic Items
Dungeon Masterâs Guide
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell
Spells
Playerâs Handbook
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check
using your spellcasting ability (DC 10 plus that spellâs level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spellâs level is equal to or less than the level of the spell slot you use.
Spells
Playerâs Handbook
creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
Magic Items
Dungeon Masterâs Guide
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ringâs charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself
Spells
Playerâs Handbook
increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.
and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5â6 spell slot, the bonus to attack rolls increases to +2, and the extra damage






