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                        Returning 35 results for 'cast and score'.
                    
                
                        
                            
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                                        cast and stone
                                    
                                
                                    
                                        class and score
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
                                                
                                            
                                                
                                                     attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
                                                
                                            
                                                
                                                    Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
                                                
                                            
                                                
                                                    . The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
                                                
                                            
                                        
                                                     Monsters
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    "} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise
                                                
                                            
                                                
                                                    "} hours later.The reflections are two-dimensional, shimmering versions of the creatures that cast them.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
                                                
                                            
                                                
                                                     awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can
                                                
                                            
                                                
                                                     Spellcasting. K'thriss's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:
At will: dancing lights, disguise self
1/day
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed
                                                
                                            
                                                
                                                     also warp the fabric of the multiverse to cast the wish spell as its final act—it is destroyed once the spell is cast.Acid, Fire, Poison
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:
Meld into Stone. You can cast the Meld into Stone spell from this war pick
                                                
                                            
                                                
                                                    . Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    , sending
2/day each: control weather (cast as 1 action), fly, ice storm
1/day each: arcane eye, chain lightning, feeblemind, foresight, locate creature, mass suggestion, nondetection, power word
                                                
                                            
                                                
                                                     kill, scrying (cast as 1 action), sequester, telekinesis, teleportSlarkrethel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     esteemed associates.
Sentience. Constantori’s Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range
                                                
                                            
                                                
                                                     can see, the painting expends 1 of its charges to cast magic missile (3 missiles), targeting that creature. The painting regains all expended charges daily at dawn.
The painting is a Small object with
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell
                                                
                                            
                                                
                                                    );{"diceNotation":"4d12","rollType":"damage","rollAction":"Lair Action","rollDamageType":"psychic"} psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
                                                
                                            
                                                
                                                     well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
                                                
                                            
                                                
                                                     an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
                                                
                                            
                                                
                                                    . This effect can be undone only by the Wish spell, divine intervention, or similar magic.
Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     innately cast the following spells, requiring no material components:
At will: meld into stone, move earth, wall of stone
Legendary Resistance (3/Day). If Ogrémoch fails a saving throw, he can
                                                
                                            
                                                
                                                     location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1–5, you can’t use this property again until the next dawn
                                                
                                            
                                                
                                                    , one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    While wearing divers armor your movement is reduced by 10, unless your Strength score is equal to or greater than 18. Additionally, whenever the spell Water Breathing is cast on you while wearing the divers armor, the duration of the spell is doubled for you.
                                                
                                            
                                        
                                                    Intellect Devourer
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    ","rollAction":"Devour Intellect"}: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of
                                                
                                            
                                                
                                                     intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its
                                                
                                            
                                        
                                                    Arcane Hand
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
                                                
                                            
                                                
                                                     hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
                                                
                                            
                                        
                                                    Bigby's Hand
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
                                                
                                            
                                                
                                                     hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
                                                
                                            
                                        
                                                    Ioun Stone
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has
                                                
                                            
                                                
                                                     cancel it.
Ioun Stone of Agility;Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Ioun Stone of Awareness;Awareness
                                                
                                            
                                        
                                                    Bestow Curse
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the
                                                
                                            
                                                
                                                     following options:
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
While cursed, the target has disadvantage on
                                                
                                            
                                        
                                                    Neothelid
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
                                                
                                            
                                                
                                                     as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
                                                
                                            
                                        
                                                    Ulitharid
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
                                                
                                            
                                                
                                                     as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
                                                
                                            
                                        
                                                     Species
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait
                                                
                                            
                                                
                                                     replaces the Ability Score Increase trait.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Elder Brain
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
                                                
                                            
                                                
                                                     well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     cast the spell using any spell slots you have of the appropriate level. If you have the Spellcasting or Pact Magic feature, the spell uses your spellcasting ability; otherwise, if the spell requires a
                                                
                                            
                                                
                                                     saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
You can also cast the spell once without a spell slot
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You
                                                
                                            
                                                
                                                     control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target
                                                
                                            
                                        
                                                    Book of Vile Darkness
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your
                                                
                                            
                                                
                                                     made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You
                                                
                                            
                                        
                                                    Eye and Hand of Vecna
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
                                                
                                            
                                                
                                                    ), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Inspire Dance. You
                                                
                                            
                                                
                                                     always have the Otto's Irresistible Dance spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the
                                                
                                            
                                        
                                                    Book of Exalted Deeds
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic
Once you’ve read and studied the book, any spell slot you
                                                
                                            
                                                
                                                     expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo 
Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    General Feat (Prerequisite: Level 4+)
Your exposure to the Feywild’s magic grants you the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by
                                                
                                            
                                                
                                                     1, to a maximum of 20.
 Fey Magic. Choose one level 1 spell from the Divination or Enchantment school of magic. You always have that spell and the Misty Step spell prepared. You can cast each of
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     ability score of your choice by 1, to a maximum of 20.
Crossroads Emissary. You learn the misty step and tongues spells. You can cast each spell once using this feat without a spell slot, and you
                                                
                                            
                                                
                                                    You have spent significant time in Sigil or the Outlands, the crossroads of the multiverse. Being steeped in converging planar energies grants you these benefits:
Ability Score Increase. Increase an
                                                
                                            
                                        






