Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'casting removing giving to have required'.
Other Suggestions:
calling roving giving to have requires
calling removing gaining to have require
chasing roving giving to have requires
casting removing given to have required
calling removing given to have require
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Spells
Player’s Handbook
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
Monsters
Curse of Strahd
Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and
perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
Magic Items
Tyranny of Dragons
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Magic Items
Mythic Odysseys of Theros
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
attack roll required, casting the ice storm spell there.
Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
Monsters
Icewind Dale: Rime of the Frostmaiden
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Magic Items
Baldur’s Gate: Descent into Avernus
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
spells
As part of casting this spell, you must expend eight Hit Point Dice or the spell automatically fails. Over the course of 1d6 times 5 minutes, the sky darkens and thick droplets of blood rain
spell. While a creature has any Exhaustion levels from this spell, it automatically fails saving throws against removing the Poisoned condition.
When the spell ends, roll the Hit Point Dice expended to
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single
Wish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
House of Convalescence The House of Convalescence focuses the life-giving energies of the Auroral Diamond, allowing for incredible feats of healing magic. This makes the House of Convalescence an
Convalescence, a diamond material component is never required. Hit Point Maximum. When creatures would normally roll one or more dice to restore hit points with a spell, they instead use the highest
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
House of Convalescence The House of Convalescence focuses the life-giving energies of the Auroral Diamond, allowing for incredible feats of healing magic. This makes the House of Convalescence an
Convalescence, a diamond material component is never required. Hit Point Maximum. When creatures would normally roll one or more dice to restore hit points with a spell, they instead use the highest
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, have more powerful effects when cast at a higher level, as detailed in a spell's description. CASTING IN ARMOR
Because of the mental focus and precise gestures required for spellcasting, you must
Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
another one using a Bonus Action on the same turn. Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Time Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required
another one using a Bonus Action on the same turn. Reaction and Bonus Action Triggers A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially
cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
benefit from its AC only if you take the full time to don it. Doff. This is the time it takes to take off the item. If you have help removing armor, reduce this time by half. Category Don Doff Light
, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
spell as a Ritual require Concentration if the spell doesn’t normally require it? Concentration is required when casting any spell, including a Ritual version, for longer than 1 action. Once the casting is complete, the spell requires Concentration only if its Duration entry says it does.
Casting Time Is there a limit on the number of spells you can cast on your turn? There’s no rule that states you can cast only X number of spells on your turn, but there are some practical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
”), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
(see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
Range: Self
Components: V, S
Duration: 10 minutes
You imbue plants in an immobile 30-foot Emanation with
limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
concentration if the spell doesn’t normally require it? Concentration is required when casting any spell, including a ritual version, for longer than 1 action. Once the casting is complete, the spell requires concentration only if its duration entry says it does.
Casting Time Is there a limit on the number of spells you can cast on your turn? There’s no rule that says you can cast only X number of spells on your turn, but there are some practical limits. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there. Winter. As an action, you can fire this arrow at a
space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there. Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th
level; +5 to hit with ranged spell attack); sleet storm (3 charges; spell save DC 15); or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
move through the debris without penalty. Quartz pillars found throughout the Lost Level shed bright light in a 20-foot radius and dim light for an additional 20 feet. Casting a successful dispel
. The quartz pillars aren’t load-bearing, and their destruction won’t trigger a roof collapse. Characters who have the Stonecunning trait can discern this fact by examining the pillars (no check required).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or