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                        Returning 17 results for 'absorb elemental'.
                    
                
                        
                            
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                                        absorbs elemental
                                    
                                
                                    
                                        absorbed elemental
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     free to catch the weapon.The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless
                                                
                                            
                                                
                                                     nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     (transmutation)
 Mold earth (transmutation)
 Primal savagery (transmutation)
 Shape water (transmutation)
 Thunderclap (evocation)
 1st Level
 Absorb elements (abjuration)
 Beast bond (divination)
 Earth
                                                
                                            
                                                
                                                    )
 Elemental bane (transmutation)
 Guardian of nature (transmutation)
 Watery sphere (conjuration)
 5th Level
 Control winds (transmutation)
 Maelstrom (evocation)
 Transmute rock (transmutation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    
 (conjuration)
 
  Frostbite
 (evocation)
 Gust
 (transmutation)
Mold earth
 (transmutation)
 Shape water
 (transmutation)
 
  Thunderclap
 (evocation)
1st Level   Absorb elements
                                                
                                            
                                                
                                                     of water
 (evocation)
4th Level   Elemental bane
 (transmutation)
 
  Storm sphere
 (evocation)
Vitriolic sphere
 (evocation)
 
  Watery sphere
 (conjuration)
5th Level   Control
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     grant the druid access only to the new water-themed spells. Similarly, being near an elemental node in the adventure could unlock spells associated with that node’s element.  Cantrips (0 Level
                                                
                                            
                                                
                                                    
 (transmutation)
 Thunderclap
 (evocation)
1st Level   Absorb elements
 (abjuration)
 
  Beast bond
 (divination)
Ice knife
 (conjuration)
 
  Earth tremor
 (evocation)
2nd Level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     (transmutation)
 Shape water (transmutation)
 Thunderclap (evocation)
 Toll the dead (necromancy)
 1st Level
 Absorb elements (abjuration)
 Catapult (transmutation)
 Cause fear (necromancy)
 Earth tremor
                                                
                                            
                                                
                                                    )
 4th Level
 Charm monster (enchantment)
 Elemental bane (transmutation)
 Sickening radiance (evocation)
 Storm sphere (evocation)
 Summon greater demon (conjuration)
 Vitriolic sphere
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , a magic item might absorb some of the latent elemental power of its giant users or creators. A +1 longsword forged by a fire giant, for example, could glow faintly like embers in the dark, while the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Tomb Tapper The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless, hairless
                                                
                                            
                                                
                                                     spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    
 message
 poison spray
 prestidigitation
 ray of frost
 resistance
 shocking grasp
 spare the dying
 thorn whip
 thunderclap *
 1st Level absorb elements *
 alarm (ritual)
 catapult *
 cure
                                                
                                            
                                                
                                                     magic
 elemental weapon
 flame arrows *
 fly
 glyph of warding
 haste
 protection from energy
 revivify
 tiny servant *
 water breathing (ritual)
 water walk (ritual)
 4th Level arcane eye
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     *
 mending
 message
 poison spray
 prestidigitation
 ray of frost
 resistance
 shocking grasp
 spare the dying
 thorn whip
 thunderclap *
1st Level  absorb elements *
 alarm (ritual
                                                
                                            
                                                
                                                     food and water
 dispel magic
 elemental weapon
 flame arrows *
 fly
 glyph of warding
 haste
 protection from energy
 revivify
 tiny servant *
 water breathing (ritual)
 water walk (ritual
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     dying
 Sword burst *
 Thorn whip
 Thunderclap **
 
 1st Level  Absorb elements **
 Alarm (ritual)
 Catapult **
 Cure wounds
 Detect magic (ritual)
 Disguise self
 Expeditious retreat
 Faerie
                                                
                                            
                                                
                                                     poison
 Pyrotechnics **
 Rope trick
 See invisibility
 Skywrite ** (ritual)
 Spider climb
 Web
 
 3rd Level  Blink
 Catnap **
 Create food and water
 Dispel magic
 Elemental weapon
 Flame
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    ;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
                                                
                                            
                                                
                                                     attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can&rsquo
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    ;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
An
                                                
                                            
                                                
                                                     attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can’t
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    ;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
                                                
                                            
                                                
                                                     attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can’t
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Dance;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19
                                                
                                            
                                                
                                                     they can attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    ;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
An
                                                
                                            
                                                
                                                     to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can’t
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    ;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
                                                
                                            
                                                
                                                     attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can&rsquo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     a magnificent pipe organ. Its ivory keys practically glow, even as its ebony keys seem to absorb all light.
 The balcony looks out over area H3. Any character who sits down at the pipe organ can feel
                                                
                                            
                                                
                                                     effects, but the sarcophagus with the mummy also contains bracers of defense and a yellow diamond elemental gem. (The mummy does not use these items in combat.) 
 Map 2.4: High Hall Catacombs View Player
                                                
                                            
                                        





