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                        Returning 35 results for 'cantrip wall reserves'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     invisibility, polymorph
5th level (2 slots): animate objects, wall of force
6th level (1 slot): create undead, flesh to stone
7th level (1 slot): finger of death
Legendary Resistance (3/Day). If Muiral fails
                                                
                                            
                                                
                                                     at the end of another creature's turn. Muiral regains spent legendary actions at the start of his turn.
Cast Cantrip. Muiral casts a cantrip.
Lunging Attack (Costs 2 Actions). Muiral makes one
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, polymorph, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
                                                
                                            
                                                
                                                     cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ): freedom of movement, Mordenkainen's faithful hound
5th level (2 slots): animate objects, wall of force
Warforged Resilience. The Lord of Blades has advantage on saving throws against being poisoned, is
                                                
                                            
                                                
                                                    , reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    , fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
                                                
                                            
                                                
                                                     option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.
Cantrip. Niv-Mizzet casts one of his cantrips
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , fireball, fly
4th level (3 slots): banishment, fire shield
5th level (2 slots): Bigby's hand, Rary's telepathic bondFire Bolt (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to
                                                
                                            
                                                
                                                     charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    : cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Wave Touch","rollDamageType":"cold"} cold damage.
Ray of Frost (Cantrip). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ray of
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    .)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
                                                
                                            
                                                
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt, 
                                                
                                            
                                                
                                                    ;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall, 
                                                
                                            
                                                
                                                    ;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
                                                
                                            
                                                
                                                    2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     damage roll or healing roll, if any.
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Healer). The spellcaster’s
                                                
                                            
                                                
                                                     can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any.
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     your choice
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Healer). The spellcaster’s spellcasting ability is
                                                
                                            
                                                
                                                    
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Mage). The spellcaster’s spellcasting ability is Intelligence (spell save
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     your choice
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Healer). The spellcaster’s spellcasting ability is
                                                
                                            
                                                
                                                     Wis +5
 Skills Arcana +6, Investigation +6, Religion +6
 Senses passive Perception 12
 Languages Common, plus one of your choice
  
 Potent Cantrip. The spellcaster can add its spellcasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     room while the blades are spinning must make a DC 15 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. Set into the south wall of
                                                
                                            
                                                
                                                     the smaller western part of the room is a brass lever in the down position. Pulling the lever up causes the turnstiles to stop spinning, allowing safe passage through the chamber. The rock gnomes bypass this trap by using the mage hand cantrip to move the lever from the east doorway.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
                                                
                                            
                                                
                                                     Spells 
     1st  feather fall, fog cloud 
   2nd  gust of wind, levitate 
   3rd  sleet storm, wind wall 
   4th  conjure minor elementals, control water 
   5th  conjure elemental 
    Gust
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying  Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
                                                
                                            
                                                
                                                     you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know. Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     involving navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd
                                                
                                            
                                                
                                                     Level Spells   1st feather fall, fog cloud 2nd gust of wind, levitate 3rd sleet storm, wind wall 4th conjure minor elementals, control water 5th conjure elemental
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride  Acolyte of Nature At 1st level, you learn one druid cantrip of your
                                                
                                            
                                                
                                                     choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    : Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
 Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
 Instruments. Protruding from the
                                                
                                            
                                                
                                                     south wall is an organ whose pipes are carved out of stalagmites. Its bench and keys are made of polished gold and black marble. Two large copper kettle drums stand against the west wall. Resting atop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     southwest walls. The books are organized by topic.
 Pneumatic Tubes. A row of ten pneumatic tubes is fastened to the back wall. Beneath the tubes is a shelf of empty copper canisters.
 Spite is holding a
                                                
                                            
                                                
                                                     wand with a light cantrip cast on the end of it and reading a bone-dry biography of Ahghairon, the archwizard who founded Waterdeep. If the characters are being led through Dweomercore by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    The Sally Port The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while characters are in the keep, raiders approach
                                                
                                            
                                                
                                                     fastest repair is with five castings of mending (taking 5 minutes). If none of the characters can do this, an NPC in the keep knows the cantrip. Someone must find and fetch her to the ready room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    The Sally Port The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while characters are in the keep, raiders approach
                                                
                                            
                                                
                                                     fastest repair is with five castings of mending (taking five minutes). If none of the characters can do this, an NPC in the keep knows the cantrip. Someone must find and fetch her to the ready room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
                                                
                                            
                                                
                                                     additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     dark. Suddenly, a loud voice booms out all around you in Undercommon: “Turn back or suffer a death so horrible you cannot imagine! You have been warned!”
 The voice is actually a minor illusion cantrip
                                                
                                            
                                                
                                                    . If no one in the party understands Undercommon, the dire warning is just loud gibberish to them. The cantrip was cast by Hanne Hallen, a young drow allied with House Mizzrym. Hanne has the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     invisibility, polymorph
 5th level (2 slots): animate objects, wall of force
 6th level (1 slot): create undead, flesh to stone
 7th level (1 slot): finger of death
 Legendary Resistance (3/Day). If
                                                
                                            
                                                
                                                     legendary actions at the start of his turn.
 Cast Cantrip. Muiral casts a cantrip.
 Lunging Attack (Costs 2 Actions). Muiral makes one longsword attack that has a reach of 10 feet.
 Retreating Strike
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
 Secret Door. A northwest alcove contains a secret
                                                
                                            
                                                
                                                     vice versa. After the coin is used once, it disappears in a flash, accompanied by Halaster’s booming laugh. 5b. Teleport Trap This trap is located in the far west alcove in the south wall (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     lectern with an open book resting on it.
 Tapestry. A tapestry covering the east wall shows a tentacled creature from nightmare stuffing a number of naked, terrified humanoids into its black maw
                                                
                                            
                                                
                                                     with pillows stand along the west wall. A sitting area with comfortable chairs is set up against the east wall.
 Monsters. A mutated humanoid (Berlain Shadowdusk) sits on the edge of the bed, patching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
                                                
                                            
                                                
                                                     additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     near a cavernous hearth. A picture above the mantel has been slashed, its lower half hanging down below the frame like a torn piece of flesh. An iron door set in the south corner of the west wall
                                                
                                            
                                                
                                                     transmutation magic under the scrutiny of a detect magic spell, but the aura is weak. If the characters repair the picture using a mending cantrip, read: The beacon in the picture flashes with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     crew.
 Statue. An alcove in the middle of the west wall houses a 20-foot-tall, corroded iron statue of Lolth in her female drow form, garbed in countless spiders.
 In place of scaffolding, the drow
                                                
                                            
                                                
                                                     cast innately, the drow workers are blessed by Lolth with the ability to cast the mending cantrip at will, and they use their magic to repair small cracks and broken stonework. If they notice intruders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     easels, and elaborate dioramas on tables. All that remains are heaps of broken stone. Illusory Wall. The west wall of the room is an illusion without substance. It vanishes if targeted by a successful
                                                
                                            
                                                
                                                     spaced along the west wall. Each niche is 4 feet tall, 1 foot wide, 1 foot deep, and lit with ambient magical light.
 Secret Door. A secret door in the south wall opens into area 39c.
 The glass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Caves of Hunger Locations (H31-H39) H31. Thing in the Ice A flat sheet of cloudy ice forms one wall of this forty-foot-high cavern. Something dark and humungous shifts behind the wall, its tentacles
                                                
                                            
                                                
                                                     inside the wall of ice and partially within some distant, horrific demiplane. As this otherworldly entity peers into the cavern, visitors risk losing their sanity to its influence. Any creature that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     originating from the room below. Set into the back wall is an alcove with an engraved stone disk on the floor — one of Ras Nsi’s magic teleporters (see “Teleporters”). Portcullis A portcullis seals the
                                                
                                            
                                                
                                                     entrance to area 10. A bronze lever is set into the wall north of the gate, out of sight of area 10. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , slow
 4th level (3 slots): confusion, dimension door, fabricate
 5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force
 6th level (1 slot): chain lightning, disintegrate, true
                                                
                                            
                                                
                                                     seeing
 7th level (1 slot): project image, reverse gravity, teleport
 8th level (1 slot): control weather, maze, power word stun
 9th level (1 slot): prismatic wall
 Actions
 Multiattack. Niv
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     movement, Mordenkainen’s faithful hound
 5th level (2 slots): animate objects, wall of force
 Warforged Resilience. The Lord of Blades has advantage on saving throws against being poisoned, is immune to
                                                
                                            
                                                
                                                     ft., one target. Hit: 8 (1d6 + 5) slashing damage.
 Fire Bolt (Cantrip). Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
 Legendary Actions
 The Lord of
                                                
                                            
                                        





