Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cards wand requiring'.
Other Suggestions:
card wand requiring
casts wall requiring
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
indefinitely. Additionally, he can cast create undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Monsters
Storm King's Thunder
charge from each wand, triggering the effects of both wands simultaneously.
Spellcasting. Klauth casts one of the following spells, requiring no material components and using Charisma as the
Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
Monsters
Waterdeep: Dragon Heist
ring of truth telling (see appendix A). He wields a rapier, +3 and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A).
Evasion. If he is
spells, requiring no material components:
At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
takes half as much damage only.
Spellcasting. The witchkite casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At
Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch Dragon), and moonstone dragons (Shimmer Dragon and Archive Dragon). Moonstone dragons are described in Fizban’s Treasury of Dragons.
Fire, Psychic
Monsters
Curse of Strahd
following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
or scrap of parchment somewhere in the dungeon. Another way to adjust the overall difficulty of the puzzle is to make acquiring the cards more challenging once they’ve been found, perhaps by requiring
, the Rogue, lies flat on the table. Suddenly, the statue speaks:
“Still searching for the perfect hand? Find the four missing cards and bring them here. The treacherous Rogue is poised to backstab
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards that they made physical bodies for themselves in order to
possess and understand this new instrument of destiny. Rifflers wander the Feywild and Material Plane, searching for Decks of Many Things. They collect the cards, trade them, hoard them, and scatter
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.) Like the Deck of Many Things, the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Klauthen Vale (p. 95) The sixth paragraph has changed to “Klauth is an ancient red dragon, with the Dual Wand Wielder trait, Special Equipment trait, and Spellcasting action option described below
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: comprehend languages, detect magic, mage hand, minor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12
, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Wand of Orcus. The wand has 7 charges, and any of its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
everlasting existence of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit
charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Wand of Orcus. The wand has 7 charges, and any
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
Huge Fiend (Demon), Chaotic Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12 + 210
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
thorough search of the room yields a random treasure, determined by rolling a d4 and consulting the Old Tower Treasure table. Old Tower Treasure d4 Treasure 1 A charred wand of magic missiles (each
from empty barrels. A marked deck of playing cards is scattered atop the table, with a few stray cards lying on the floor. Three crates are stacked against the south wall. Each contains a twenty-day
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
worlds. You can use any dragon stat block for a dragon of Eldraine. On Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch
damage. On a successful save, the target takes half as much damage only.
Spellcasting. The witchkite casts one of the following spells, requiring no material components and using Charisma as the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
been poring over van Richten’s research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself. Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in
her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the characters (see chapter 1), like the one that can be performed by Madam Eva
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
need powerful magic dispelled, such as the effects of the more ruinous cards from a Deck of Many Things. Zoology and Herbology. As an archdruid, Euryale knows much regarding primal magic, nature gods
Bolt (Medusa Form Only). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 18 (4d8) acid damage.
Spellcasting (Medusa Form Only). Euryale casts one of the following spells, requiring
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
), a cloak of invisibility, a knave’s eye patch (see appendix A), and a ring of truth telling (see appendix A). He wields a +3 rapier and carries a portable hole and a wand of web. His hat is adorned
, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. However, she does expect the best from
attacks below).
Innate Spellcasting. Zariel’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
At will: alter
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Skills Arcana +6, History +6, Perception +4
Gear Wand
Senses Passive Perception 14
Languages Common plus three other languages
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The mage makes
.
Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Worg Large Fey, Neutral Evil
AC 13 Initiative +1 (11)
HP 26 (4d10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
one of the furs in Balsag’s bedding, requiring a successful DC 15 Wisdom (Perception) check to notice, contains 241 sp and 54 gp.
44. Rift A rift opens here, its debris-strewn floor two feet below
two sapphires (worth 50 gp each). 46. Old Shrine The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open. Faded mosaic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
a total of 450 gp) are touched, the exit door seals with an effect like that of an arcane lock spell, requiring the use of magic or a successful DC 25 Strength (Athletics) check to force the door
wand (tool). It’s up to you which alternative attempts work. Cure in Sight. By the time the characters reach the pillar inside the cylinder, they feel very weak. On the top of the pillar in front of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has learned to control. All of Klauthen Vale is considered his lair, and he can use his lair actions anywhere within it. Klauth is an ancient red dragon, with the Dual Wand Wielder trait, Special
Equipment trait, and Spellcasting action option described below, all of which increase his challenge rating to 25 (75,000 XP): Dual Wand Wielder. If Klauth is carrying two wands, he can use an action to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Cloaks the tabaxi (see “11:30 AM”). Double Vaults. Some vaults are set up as two rooms, with the magically locked door of the second room also requiring a password to be spoken before the door can be
ally and resource.
TWO DRY CLOAKS
Two Dry Cloaks’s wands pulse with magical light, though only two of them have actual useful properties. The first is a wand of binding that glows purple. The second
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of gaming set or who succeeds on a DC 12 Intelligence (History) check can determine that the ghosts are playing Three-Dragon Ante with spectral cards. The game distracts them, at least temporarily
.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components:
At will: fog cloud
3/day: telekinesis
1/day: control
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
control of schools, priests give worship to their god’s foes, and any who wish to may participate in a guild’s trade. Pranks are played by and on many, from simple tricks to those requiring elaborate
wields the Wand of the Four Moons in a ceremony blessing all navigators. This holy relic is said to be the mace wielded by Selûne in her first battle against Shar, and again in a fight with her sister
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ledge built into the southeast wall has a life-size statue of a bearded human wizard standing atop it. The wizard looks angry and is leveling a stone wand at the door to area K9. Statue. The statue
cards, and the fourth sitting on the edge of a bed, re-stringing a heavy crossbow. The thugs work for Manshoon and leap up to attack anyone they don’t recognize as one of their own. A successful DC 17
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the weather. Embedded in the north wall of
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
.
Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the weather. Embedded in the north wall of
moon. Any character who searches the chest for secret compartments finds one in the lid. It holds a wand of binding that the warden keeps for emergencies. R22: Office A heavy desk stands in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
iron strongbox, requiring thieves’ tools and a successful DC 20 Dexterity check to open. This pay chest contains 600 cp, 180 sp, 90 ep, and 60 gp. W6: South Quarters This was a miners’ barrack, where
. Treasure. The skeleton of the wizard wears three jeweled gold rings (150 gp each) and clutches a wand of magic missiles in its bony fingers. W11: North Quarters The eastern door is barricaded from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Fire Giant King). An apparently empty ledge high in the southwest wall is the resting place of an iron box that is invisible, has no magical aura, and is locked (requiring a successful DC 20 Dexterity
be taken to the fire giants’ stronghold and given as gifts to the powers behind the uprising. Treasure. In the iron box are a pearl of power, a set of Nolzur’s marvelous pigments, and a wand of paralysis.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
Spellcasting (Psionics). Qunbraxel casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):
At will: detect magic
, eleven jacinths worth 90 gp each, a wand of magic detection, and a Heward’s handy haversack. If the Characters Fail. If the characters are routed from this room before acquiring the obelisk fragment






