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                        Returning 35 results for 'charges fire'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your
                                                
                                            
                                                
                                                     spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Burning Hands
1
Fireball
3
Wall of Fire
4
Regaining Charges
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
                                                
                                            
                                                
                                                     charges), Stoneskin (3 charges), Wall of Stone (3 charges)
Ring of Elemental Command (Fire);Fire
Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
                                                
                                            
                                                
                                                     can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2
                                                
                                            
                                                
                                                    This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
                                                
                                            
                                                
                                                     function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                     becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level
                                                
                                            
                                                
                                                     (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, phantasmal killer, stoneskin
5th level (3 slots): cone of
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage; 5 charges), fireball (10d6;{"diceNotation":"10d6","rollType":"damage","rollAction":"Fireball","rollDamageType":"fire"} fire damage; 5
                                                
                                            
                                                
                                                    Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Icy Doom. When Avarice dies, her corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.
Special Equipment. Avarice wields a staff
                                                
                                            
                                                
                                                     of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Special Equipment. Skylla carries an eldritch staff (see appendix A) with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Charges regained"} expended
                                                
                                            
                                                
                                                     charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge"}; on a 1, the staff is destroyed.Multiattack. Skylla makes two
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     many charges the staff has remaining.
Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects.
Spellcasting. Vajra is an 18th-level spellcaster. Her
                                                
                                            
                                                
                                                    :
Cantrips (at will): fire bolt, light, mage hand, message, prestidigitation
1st level (4 slots): detect magic, identify, mage armor, thunderwave
2nd level (3 slots): invisibility, misty step, web
3rd
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
                                                
                                            
                                                
                                                    . While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Regain expended
                                                
                                            
                                                
                                                     charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
                                                
                                            
                                                
                                                    ","rollAction":"Longsword","rollDamageType":"necrotic"} necrotic damage. The sword has 5 charges. If Zalthar scores a critical hit against a creature that has fewer than 100 hit points, it must
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
                                                
                                            
                                                
                                                     will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
                                                
                                            
                                        
                                                    Orcus
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
                                                
                                            
                                                
                                                     with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant’s hand. The rod
                                                
                                            
                                                
                                                     has two prongs at one end and a molded handle grip on the opposite end.
The rod has 10 charges and regains 1d6 + 4 of its expended charges daily at dawn. As an action, you can grasp it by the handle
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , never any less.
With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical
                                                
                                            
                                                
                                                    . What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).
                                                
                                            
                                                
                                                    . The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     with 6 charges.
Spellcasting. Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    , expeditious retreat, feather fall, thunderwave
2nd level (3 slots): darkness, hold person, rope trick
3rd level (3 slots): dispel magic, lightning bolt
4th level (3 slots): blight, wall of fire
5th level
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     charges daily at dawn.
Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire
                                                
                                            
                                                
                                                    , and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     charges; the duplicate created by the spell has the same number of hit points as the creature it imitates)
Shard Solitaire (Jacinth);Jacinth
Fireball (2 charges), fire storm (6 charges)
Shard
                                                
                                            
                                                
                                                     immediately after you teleport.
Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
                                                
                                            
                                                
                                                    These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
GOD
SPELL
                                                
                                            
                                                
                                                    
Klothys
entangle
Kruphix
dissonant whispers
Mogis
hellish rebuke
Nylea
faerie fire
Pharika
lesser restoration
Phenax
charm person
Purphoros
searing smite
Thassa
identify
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4;{"diceNotation":"1d4","rollType":"roll"} charges. Determine the affected item
                                                
                                            
                                                
                                                    ":"damage","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
3: Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     target. The crossbow has 3 charges and regains 1d3 expended charges daily at dawn.
Constellations. The crossbow is decorated with three constellations. As a bonus action, you can tap one of the
                                                
                                            
                                                
                                                     a ranged attack roll using this crossbow, the attack deals an additional 2d8 fire damage.
Rogue. Until the end of your next turn, you have the invisible condition, and anything you are wearing or carrying is also invisible.
                                                
                                            
                                        
                                                     Magic Items
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     weapon): acid, cold, fire, lightning, or poison.
Eyes of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Midnight Shroud. The
                                                
                                            
                                                
                                                     weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     resistance to fire damage.
Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
The shield has an
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
Magic. The Ring of Winter has 12 charges and
                                                
                                            
                                                
                                                     regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a
                                                
                                            
                                                
                                                     ally’s Unerring Tracker.
Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
                                                
                                            
                                                
                                                     (rainbow-colored donkey molar)
1 unicorn
The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
                                                
                                            
                                                
                                                     they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
                                                
                                            
                                                
                                                     or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
                                                
                                            
                                        
                                                    Manshoon
                                                    
    
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                                                     monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ":"Special Equipment"} to determine how many charges the staff has remaining.
Magic Resistance. While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
                                                
                                            
                                                
                                                     or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
                                                
                                            
                                        






