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Returning 35 results for 'being both drawn casting rules'.
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Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Species
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the
race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score
Magic Items
Icewind Dale: Rime of the Frostmaiden
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Magic Items
The Book of Many Things
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
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->Princes of the Apocalypse
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
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)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the
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)
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->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
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)
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->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Since being drawn into the Feywild, the Eternal Garden has become a Domain of Delight: a realm subject to the whims of the archfey who rules it. The overall composition and layout of






