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Spells
Player’s Handbook
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the center of the structure. Once both parties meet and banter, one-on-one duels commence following the rules outlined in the “Duels in the Repository” section. The Rivals use the pledgemage stat blocks
. During these duels, remember to account for the wild magic effect detailed in “Furygale Repository Features.” The challenge is complete when every character who wants to has dueled. The team with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the center of the structure. Once both parties meet and banter, one-on-one duels commence following the rules outlined in the “Duels in the Repository” section. The Rivals use the pledgemage stat blocks
. During these duels, remember to account for the wild magic effect detailed in “Furygale Repository Features.” The challenge is complete when every character who wants to has dueled. The team with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the center of the structure. Once both parties meet and banter, one-on-one duels commence following the rules outlined in the “Duels in the Repository” section. The Rivals use the pledgemage stat blocks
. During these duels, remember to account for the wild magic effect detailed in “Furygale Repository Features.” The challenge is complete when every character who wants to has dueled. The team with the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
overrun with orcs in league with half-orc spellcasters. Deep in the forest, atop a cave-riddled hill, is a circle of standing stones where the evil half-orcs perform their dark rites.” Xanth avoids
.
Sarcophagi. The sarcophagi found throughout the catacombs are carved from solid blocks of granite and sealed with heavy granite lids. The seals are airtight. Lifting a lid requires a successful DC 20 Strength
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
overrun with orcs in league with half-orc spellcasters. Deep in the forest, atop a cave-riddled hill, is a circle of standing stones where the evil half-orcs perform their dark rites.” Xanth avoids
.
Sarcophagi. The sarcophagi found throughout the catacombs are carved from solid blocks of granite and sealed with heavy granite lids. The seals are airtight. Lifting a lid requires a successful DC 20 Strength
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
overrun with orcs in league with half-orc spellcasters. Deep in the forest, atop a cave-riddled hill, is a circle of standing stones where the evil half-orcs perform their dark rites.” Xanth avoids
.
Sarcophagi. The sarcophagi found throughout the catacombs are carved from solid blocks of granite and sealed with heavy granite lids. The seals are airtight. Lifting a lid requires a successful DC 20 Strength
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the help of the maps in Appendix B and the monster stat blocks in the Monster Manual. Each adventure in this section includes the following information: Title. An adventure title can help you
encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find. Use your imagination to bring the locations and encounters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the help of the maps in Appendix B and the monster stat blocks in the Monster Manual. Each adventure in this section includes the following information: Title. An adventure title can help you
encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find. Use your imagination to bring the locations and encounters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the help of the maps in Appendix B and the monster stat blocks in the Monster Manual. Each adventure in this section includes the following information: Title. An adventure title can help you
encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find. Use your imagination to bring the locations and encounters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
attack by a draconian squad can replace one of the cultist responses when one of the dungeons is cleared. There isn’t space in this book to provide stat blocks for draconians, but you can make your
own by adding the half-dragon template (see the Monster Manual) to hobgoblins or lizardfolk. Add a Death Throes trait to complete the transition: for example, baaz draconians turn to stone when killed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on
two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to Kollema Hall. Ten other students (apprentices from all five colleges; see chapter 7 for their stat blocks) are sent along with the characters. Transporting the Supplies Finding all the supplies
related to the Magister’s Masquerade, moving them out of the archives, and then transporting them to Kollema Hall should take the characters and their group 6 hours to complete. That assumes everyone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
attack by a draconian squad can replace one of the cultist responses when one of the dungeons is cleared. There isn’t space in this book to provide stat blocks for draconians, but you can make your
own by adding the half-dragon template (see the Monster Manual) to hobgoblins or lizardfolk. Add a Death Throes trait to complete the transition: for example, baaz draconians turn to stone when killed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on
two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to Kollema Hall. Ten other students (apprentices from all five colleges; see chapter 7 for their stat blocks) are sent along with the characters. Transporting the Supplies Finding all the supplies
related to the Magister’s Masquerade, moving them out of the archives, and then transporting them to Kollema Hall should take the characters and their group 6 hours to complete. That assumes everyone
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on
two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
attack by a draconian squad can replace one of the cultist responses when one of the dungeons is cleared. There isn’t space in this book to provide stat blocks for draconians, but you can make your
own by adding the half-dragon template (see the Monster Manual) to hobgoblins or lizardfolk. Add a Death Throes trait to complete the transition: for example, baaz draconians turn to stone when killed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to Kollema Hall. Ten other students (apprentices from all five colleges; see chapter 7 for their stat blocks) are sent along with the characters. Transporting the Supplies Finding all the supplies
related to the Magister’s Masquerade, moving them out of the archives, and then transporting them to Kollema Hall should take the characters and their group 6 hours to complete. That assumes everyone
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chapter 4: The Orrery of the Wanderer This chapter presents a complete Acquisitions Incorporated adventure divided into six episodes. Episode 1 is for players using shiny new 1st-level characters
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chapter 4: The Orrery of the Wanderer This chapter presents a complete Acquisitions Incorporated adventure divided into six episodes. Episode 1 is for players using shiny new 1st-level characters
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chapter 4: The Orrery of the Wanderer This chapter presents a complete Acquisitions Incorporated adventure divided into six episodes. Episode 1 is for players using shiny new 1st-level characters
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains






