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                        Returning 35 results for 'casting warding retain'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    -Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
                                                
                                            
                                        
                                                    Gnome
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mageâs familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
                                                
                                            
                                                
                                                     unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils
                                                
                                            
                                        
                                                    Glyph of Warding
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
 Range: Touch
 Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
                                                
                                            
                                                
                                                     ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
  Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
  Casting Time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing
                                                
                                            
                                                
                                                     creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Blade Ward Abjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing
                                                
                                            
                                                
                                                     creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual
 Range: 30 feet
 Components: V, S, M (a short reed)
 Duration: 24 hours
 This spell grants
                                                
                                            
                                                
                                                     up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Shapechange Level 9 Transmutation (Druid, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a jade circlet worth 1,500+ GP)
 Duration: Concentration, up to 1 hour
 You shape-shift
                                                
                                            
                                                
                                                     you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Shapechange Level 9 Transmutation (Druid, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a jade circlet worth 1,500+ GP)
 Duration: Concentration, up to 1 hour
 You shape-shift
                                                
                                            
                                                
                                                     Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Scrivening and Symbology Exam: Glyph of Warding During their second year at Strixhaven, the characters are enrolled together in a course called Scrivening and Symbology, which is held in a lecture
                                                
                                            
                                                
                                                     travels. They also learn about common spells that incorporate writing and symbology in their casting. The courseâs professor is Brenneth Blackstone (chaotic good dhampir Silverquill professor of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
                                                
                                            
                                                
                                                     spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Instantaneous
 You sense any trap within range that is within line of
                                                
                                            
                                                
                                                     sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
 Range: Touch
 Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
                                                
                                            
                                                
                                                     spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S
 Duration: Instantaneous
 You sense any trap within range that is within line of
                                                
                                            
                                                
                                                     sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Shapechange 9th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
                                                
                                            
                                                
                                                     trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
                                                
                                            
                                                
                                                     replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
                                                
                                            
                                                
                                                     replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Shapechange 9th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
                                                
                                            
                                                
                                                     trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or
                                                
                                            
                                                
                                                     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 creature or an area. The spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or
                                                
                                            
                                                
                                                     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 creature or an area. The spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
 Duration: Until
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
 Duration: Until
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of warding 20 1d4 intellect devourers  Bugbears The bugbears are branded with the mark of a drow house, identifying them as slaves. They try to sneak up on the party and score an easy kill
                                                
                                            
                                                
                                                     the Bazaar (see âThe Bazaarâ)  Glyph of Warding Drow priestesses are fond of placing glyphs of warding in the tunnels surrounding Menzoberranzan. Such a glyph allows drow to pass safely but triggers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Spellcasting 1st-level artificer feature Youâve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you donât appear to be casting spells in a
                                                
                                            
                                                
                                                     this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear
                                                
                                            
                                                
                                                     can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Spellcasting You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you donât appear to be casting spells
                                                
                                            
                                                
                                                     the artificer cantrips you know with another cantrip from the artificer spell list. Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     reads in Common, âKnock first before entering.â Using the knocker triggers a glyph of warding spell cast at 8th level. The glyph creates a 20-foot-radius sphere of magical flame. Each creature in the
                                                
                                            
                                                
                                                     item that is unwilling to disclose its secrets, trying to goad the characters into casting identify on it. If that tactic doesnât work, the pit fiend tries to talk the shieldâs wielder into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     only languages that appear in an elementalâs stat block, but the intent (RAI) is that druids retain their knowledge, including of languages, when they transform and can speak the languages they know if
                                                
                                            
                                                
                                                     druid takes the Magic Initiate feat and chooses detect magic as their one spell, can the druid cast that spell as a ritual? A druidâs Ritual Casting requires a ritual to be prepared. The spell from Magic Initiate is known but not prepared.
                                                
                                            
                                        






