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Spells
Player’s Handbook
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
Magic Items
Dungeon Master’s Guide
has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.
A
creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the
Spells
Player’s Handbook
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Magic Items
Dungeon Master’s Guide
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Spells
Player’s Handbook
saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become
separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
Magic Items
Dungeon Master’s Guide
of a raven can become a Raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
Magic Items
Dungeon Master’s Guide
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Magic Items
Dungeon Master’s Guide
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted
Magic Items
Dungeon Master’s Guide
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Spells
Player’s Handbook
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Choose
Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the
Spells
Player’s Handbook
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Magic Items
Dungeon Master’s Guide
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Spells
Player’s Handbook
or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Object into Creature. You can turn an object into any
size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
Magic Items
Dungeon Master’s Guide
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Feats
Forgotten Realms: Heroes of Faerûn
spell using any spell slots you have of the appropriate level.
When you cast the spell, it requires no spell components, and taking damage doesn’t break your Concentration on it.
Sing Out
always have the Otto's Irresistible Dance spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the
Feats
Lorwyn: First Light
ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
When you cast Faerie Fire without a spell slot using this benefit, taking damage can’t break your Concentration on the spell.
the Faerie Fire spell. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Spellcasting to cast Ray of Sickness (level 6 version).
Terrifying Presence. Wisdom Saving Throw: DC 21, each creature in a 20-foot Emanation originating from Sammaster. Failure: 13 (2d12);{"diceNotation
Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
Monsters
Forgotten Realms: Adventures in Faerûn
, Wall of Force
1/Day Each: Befuddlement, Clone, Finger of Death, Mind Blank (cast before combat), SimulacrumProtective Magic. Manshoon casts Counterspell or Shield in response to the spell’s
knowledge and personal secrets. The Zhentarim wouldn’t have become the organization it is today—one where treachery and subterfuge are the order of the day—without Manshoon’s
Arcane Lock
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You
. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Magic Items
Phandelver and Below: The Shattered Obelisk
This gold statuette of an elf is worth 100 gp, and is imbued with divination magic. A non-evil creature grasping the statue can ask it a question and receive a telepathic response, as though the
creature had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again.
Elemental Gem
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type
Commune
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or
’ path and distracts them.
Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into
Iron Bands of Bilarro
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Potion of Invisibility
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Iron Bands of Binding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
Plant Growth
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action
, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot
Ring of Invisibility
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Monsters
Mythic Odysseys of Theros
ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells
often find dramatic ways to make their thoughts known.
Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive
Monsters
Mordenkainen Presents: Monsters of the Multiverse
receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don’t finish it, and years might go by during which the iron shadows
centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. hobgoblin devastator;Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbog;nilbogs.






