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Spells
Player’s Handbook
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Magic Items
Mythic Odysseys of Theros
you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Wish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
by the creature that slays him (see the Last Wish trait in Nafas’s stat block).Lightning, ThunderPoison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
. Instead, their names are listed in a separate “Utility Spells” section at the end of the stat block. After each spell name, the casting time is indicated in superscript, as shown in the Casting Times
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
. Instead, their names are listed in a separate “Utility Spells” section at the end of the stat block. After each spell name, the casting time is indicated in superscript, as shown in the Casting Times
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
. Instead, their names are listed in a separate “Utility Spells” section at the end of the stat block. After each spell name, the casting time is indicated in superscript, as shown in the Casting Times
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd Dies When Strahd is reduced to 0 hit points, he turns to mist and retreats to his coffin (see the Misty Escape feature in the vampire stat block). The vampire must be in his resting place to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd Dies When Strahd is reduced to 0 hit points, he turns to mist and retreats to his coffin (see the Misty Escape feature in the vampire stat block). The vampire must be in his resting place to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd Dies When Strahd is reduced to 0 hit points, he turns to mist and retreats to his coffin (see the Misty Escape feature in the vampire stat block). The vampire must be in his resting place to
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->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->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)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days 50,000 GP 18 Iron Golem 120 days 100,000 GP 19–20 Stone Golem 90 days 80,000 GP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days 50,000 GP 18 Iron Golem 120 days 100,000 GP 19–20 Stone Golem 90 days 80,000 GP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days 50,000 GP 18 Iron Golem 120 days 100,000 GP 19–20 Stone Golem 90 days 80,000 GP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the
Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. 1d20 Golem Time Cost 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden coffin resting on a 2-foot-high block of gray stone. The coffin is intact and has an obvious 1-inch-diameter hole bored into its foot panel. The coffin’s lid is unlocked. A thin layer of grave
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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.
Casting Time Most
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 in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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.
Casting Time Most
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 in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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.
Casting Time Most
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 in Chapter 11 begins with a






