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Magic Items
Waterdeep: Dungeon of the Mad Mage
The Blast Scepter can be used as an arcane focus.
Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
Spells
Player’s Handbook
level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Eldritch Blast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Spells
Player’s Handbook
makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Eldritch Blast Evocation Cantrip (Warlock) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack
against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Eldritch Blast Evocation Cantrip (Warlock) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack
against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Eldritch Blast Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell
beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Agonizing Blast Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Repelling Blast Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eldritch Blast Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell
beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
After the Blast The characters have a few minutes to examine the crime scene before the City Guard arrives and cordons off Trollskull Alley, posting six guards at each entrance. The guards don’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell
Monsters
Monster Manual
":"Piercing"} Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.
Mind Blast (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Intelligence Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: 31 (6d8 + 4);{"diceNotation":"6d8+4", "rollType":"damage
Monsters
Monster Manual
salamander can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage, and the target starts burning, taking 5
Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Inferno Blast"}. Dexterity Saving Throw: DC 18, each creature in a 30-foot-radius Sphere centered on a point the
Classes
Player’s Handbook
. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Spells
Player’s Handbook
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spells
Forgotten Realms: Heroes of Faerûn
for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
Spells
Player’s Handbook
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
Monsters
Netheril’s Fall
magical effects.Multiattack. The magen makes two Psychic Blast attacks.
Psychic Blast. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Psychic Blast
"}, reach 5 ft. or range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Psychic Blast", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The magen casts one of the
Magic Items
Dungeon Master’s Guide
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
Monsters
Heroes of the Borderlands
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4
", "rollType":"to hit", "rollAction":"Chaos Blast"}, reach 5 ft. or range 60 ft. Hit: 7 (2d6) damage. Roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Blast Damage Type"} to determine
Magic Items
Dungeon Master’s Guide
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
Spells
Player’s Handbook
as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Spells
Player’s Handbook
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Spells
Forgotten Realms: Heroes of Faerûn
Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send
Six chromatic spheres orbit you for the duration.
While the spheres are present, you can expend spheres to create the following effects:
Absorb Energy. When you take Acid, Cold, Fire, Lightning, or
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a






