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Returning 35 results for 'call wizards rules'.
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
Classes
Player’s Handbook
mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Classes
Player’s Handbook
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Classes
Player’s Handbook
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is
Monsters
Tales from the Yawning Portal
), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements—a gray ooze of enormous size that has intelligence and
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
the Knights of the Black Sword, if she needs to call on their talents.
Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
, 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
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind
(or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to
Classes
Player’s Handbook (2014)
thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice
fog cloud, gust of wind, shatter, thunderwave
5th
call lightning, sleet storm
7th
control water, ice storm
9th
destructive wave, insect plague
Tempest Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift
1st
fog cloud, thunderwave
3rd
gust of wind, shatter
5th
call lightning, sleet storm
7th
control water, ice storm
9th
destructive wave, insect plague
classes
Basic Rules (2014)
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
races
Mordenkainen Presents: Monsters of the Multiverse
they can temporarily enhance their animalistic features by entering a state they call shifting.
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
defensive ability and speed, this energy infuses all that a monk does. The Magic of Ki Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spells change one substance into another, call meteors from the sky, or open portals to other worlds. Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spells change one substance into another, call meteors from the sky, or open portals to other worlds. Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
. The DM always has the final say on rules questions. The public statements of the D&D team, or anyone else at Wizards of the Coast, are not official rulings; they are advice.
Official Rulings Official rulings on how to interpret rules are made here in the Sage Advice Compendium. A Dungeon Master adjudicates the game and determines whether to use an official ruling in play
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Official Rulings Official rulings on how to interpret rules are made here in the Sage Advice Compendium. The public statements of the D&D team, or anyone else at Wizards of the Coast, are not
official rulings; they are advice. The tweets of Jeremy Crawford (@JeremyECrawford), the game’s principal rules designer, are sometimes a preview of rulings that will appear here. A Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Official Rulings Official rulings on how to interpret rules are made here in the Sage Advice Compendium. The public statements of the D&D team, or anyone else at Wizards of the Coast, are not
official rulings; they are advice. The tweets of Jeremy Crawford (@JeremyECrawford), the game’s principal rules designer, are sometimes a preview of rulings that will appear here. A Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
. The DM always has the final say on rules questions. The public statements of the D&D team, or anyone else at Wizards of the Coast, are not official rulings; they are advice.
Official Rulings Official rulings on how to interpret rules are made here in the Sage Advice Compendium. A Dungeon Master adjudicates the game and determines whether to use an official ruling in play
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prefer to let the DM make a call and continue with the action. If you gloss over a rules issue in play, make a note of it (a good task to delegate to a player) and return to the issue later.
Rules Discussions You might need to set a policy on rules discussions at the table. Some groups don’t mind putting the game on hold while they hash out different interpretations of a rule. Others
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prefer to let the DM make a call and continue with the action. If you gloss over a rules issue in play, make a note of it (a good task to delegate to a player) and return to the issue later.
Rules Discussions You might need to set a policy on rules discussions at the table. Some groups don’t mind putting the game on hold while they hash out different interpretations of a rule. Others
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bladesinger quenched the spell.
— Keith Francis Strohm, Bladesinger
Scholars and practitioners of what they call “the Art” (see chapter 1 for details), wizards are the most disciplined spellcasters
Wizards The First Hilt parried a clumsy axe swing and caught the rhythm of the wizard’s spell. It was one with which he was well familiar. Using his free hand, the bladesinger mirrored his opponent’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bladesinger quenched the spell.
— Keith Francis Strohm, Bladesinger
Scholars and practitioners of what they call “the Art” (see chapter 1 for details), wizards are the most disciplined spellcasters
Wizards The First Hilt parried a clumsy axe swing and caught the rhythm of the wizard’s spell. It was one with which he was well familiar. Using his free hand, the bladesinger mirrored his opponent’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human Paladin committed to destroying evil wherever it rears its head. Strongheart alone
determines who can become a member of this prestigious group, and he is always looking for courageous heroes willing to devote themselves to a good cause. Only good-aligned characters can join Valor’s Call
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human Paladin committed to destroying evil wherever it rears its head. Strongheart alone
determines who can become a member of this prestigious group, and he is always looking for courageous heroes willing to devote themselves to a good cause. Only good-aligned characters can join Valor’s Call
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
frequently wear magic rings that allow a War Wizards to know where they’ve gone and to scry upon them. Removing such a ring, even for innocent reasons, can call a cadre of battle-ready War Wizards to
Wizardly Groups Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out. The Red Wizards The most infamous group of wizards in the Realms are the Red Wizards of Thay
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
frequently wear magic rings that allow a War Wizards to know where they’ve gone and to scry upon them. Removing such a ring, even for innocent reasons, can call a cadre of battle-ready War Wizards to
Wizardly Groups Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out. The Red Wizards The most infamous group of wizards in the Realms are the Red Wizards of Thay
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
spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left. Wizards are supreme magic-users
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Magic Items The world of Eberron thrums with the power of magic. Artificers, magewrights, wizards, and other spellcasters produce an abundance of magic items, particularly those with the common
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Magic Items The world of Eberron thrums with the power of magic. Artificers, magewrights, wizards, and other spellcasters produce an abundance of magic items, particularly those with the common
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic