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Returning 35 results for 'being bonded diffusing cast revealing'.
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Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
;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
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
Spells
Xanathar's Guide to Everything
control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target
the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored
Find Steed
Legacy
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Spells
Basic Rules (2014)
on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also
of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Spells
Xanathar's Guide to Everything
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the
bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Backgrounds
Guildmasters’ Guide to Ravnica
it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature’s thoughts (including your own
Traits
d8
Personality Trait
1
I’m good at hiding my true thoughts and feelings.
2
When I’m in doubt about revealing something, I assume it’s a secret, and I
Magic Items
Quests from the Infinite Staircase
lantern’s flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the “Destroying the Lantern” section).
Revealing Light. The lantern sheds
Lenses table. The gem lenses can’t be removed from the lantern.
As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter
charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following
Monsters
Mythic Odysseys of Theros
Innate Spellcasting. Hythonia’s spellcasting ability is Charisma (spell save DC 18). She can innately cast animate objects once per day requiring no material components.
Legendary Resistance
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stopped. RESTORING VIRGIL
Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn
Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar.
Virgil’s Trust. For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stopped. RESTORING VIRGIL
Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn
Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar.
Virgil’s Trust. For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stopped. RESTORING VIRGIL
Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn
Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar.
Virgil’s Trust. For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Magic Items
Infernal Machine Rebuild
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your
steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
eligible cantrip. Armor of Shadows You can cast Mage Armor on yourself without expending a spell slot. Ascendant Step Prerequisite: Level 5+ Warlock You can cast Levitate on yourself without expending a
Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known Warlock cantrips that deals damage and has a range of 10+ feet. When you cast that spell, its range increases by a
Kobold
Legacy
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
door. A knock spell causes the door to swing inward, revealing a dusty tunnel that ends at a downward-spiraling staircase. Forcing open the magically locked door requires a successful DC 25 Strength






