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Returning 35 results for 'burn both diffusing charge requires'.
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Magic Items
Dungeon Master’s Guide
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
Magic Items
Dungeon Master’s Guide
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily
one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has
Magic Items
Dungeon Master’s Guide
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Plane by the ancient hero whose
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again
Unicorn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The
Candle of Invocation
Legacy
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Magic Items
Basic Rules (2014)
Neutral good
14-15
Lawful evil
16-17
Lawful neutral
18-20
Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4
hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds
Monsters
Icewind Dale: Rime of the Frostmaiden
): arcane eye, blightVampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Vampiric Touch"} to hit, reach 5 ft., one
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
Hammer of Thunderbolts
Legacy
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre
to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2
Magic Items
Lost Laboratory of Kwalish
or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters to gain a flying speed of 15
feet for 1 minute (1 charge or 5 hit points).
Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
throw DC and attack bonus, as well as the item’s rarity, as shown on the Blast Disk Power table.
Charge. A typical Blast Disk holds a single charge, the dragonshards shattering when the effect is
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
1st to 3rd level, with a saving throw DC of 14 and an attack bonus of +6.
Charge. An uncommon Blast Disk holds a single charge, the dragonshards shattering when the effect is triggered.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed
an anathema. (Evil)
3
Unity. No leader shall put personal goals above those of our race. (Any)
4
Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
is Explosive and has a Save DC of 13.
Charge. A common Blast Disk holds a single charge, the dragonshards shattering when the effect is triggered.
Disarming a Disk.When used on the
magic-items
identify the spell effect contained within the disk.
There are three elements to a Blast Disk: the trigger, the payload, and the charge. Each effect is selected at the time it is created.
Trigger. A
4th to 5th level, with a saving throw DC of 16 and an attack bonus of +8.
Charge. A rare Blast Disk holds a single charge, the dragonshards shattering when the effect
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Resurrection Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Resurrection Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Resurrection Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Resurrection Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Resurrection Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Resurrection Rod, Legendary (Requires Attunement) The rod has 5 charges. While you hold it, you can cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5
charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Web Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand
regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Web Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand
regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Web Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand
regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Web Wand, Uncommon (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand
regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning
bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using
your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell






