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Returning 35 results for 'climbing wand remain'.
Spells
Player’s Handbook
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Dungeon Master’s Guide
can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
indefinitely. Additionally, he can cast create undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
Monsters
Acquisitions Incorporated
Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
Magic Items
The Wild Beyond the Witchlight
can’t be used again until the next dawn.
Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a wand of polymorph
with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days.
If you spend 1
Magic Items
The Book of Many Things
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
Levitate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
Yes Ring of warmth Ring Yes Ring of water walking Ring No Rod of the pact keeper, +1 Rod Yes (warlock) Sentinel shield Armor No Shield, +1 Armor No Slippers of spider climbing Wondrous item Yes Staff of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of missile snaring Wondrous item Yes Gloves of swimming and climbing Wondrous item Yes Gloves of thievery Wondrous item No Hat of disguise Wondrous item Yes Headband of intellect Wondrous item Yes
Yes Ring of warmth Ring Yes Ring of water walking Ring No Rod of the pact keeper, +1 Rod Yes (warlock) Sentinel shield Armor No Shield, +1 Armor No Slippers of spider climbing Wondrous item Yes Staff of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
No
Wand sheath (detailed in chapter 5) Yes
Replicable Items (10th-Level Artificer) Magic Item Attunement
Boots of striding and springing Yes
Boots of the winterlands Yes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
resistance Potion No Potion of water breathing Potion No Ring of swimming Ring No Robe of useful items Wondrous item No Rope of climbing Wondrous item No Saddle of the cavalier Wondrous item No Sending
stones Wondrous item No Spell scroll (2nd level) Scroll No Spell scroll (3rd level) Scroll No Wand of magic detection Wand No Wand of secrets Wand No
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Replicable Items (6th-Level Artificer) Magic Item Attunement
Boots of elvenkind No
No
Wand sheath (detailed in chapter 5) Yes
Replicable Items (10th-Level Artificer) Magic Item Attunement
Boots of striding and springing Yes
Boots of the winterlands Yes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
resistance Potion No Potion of water breathing Potion No Ring of swimming Ring No Robe of useful items Wondrous item No Rope of climbing Wondrous item No Saddle of the cavalier Wondrous item No Sending
stones Wondrous item No Spell scroll (2nd level) Scroll No Spell scroll (3rd level) Scroll No Wand of magic detection Wand No Wand of secrets Wand No
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Adornment 85–86 Staff of Birdcalls 87–89 Staff of Flowers 90–92 Talking Doll 93–94 Tankard of Sobriety 95–97 Wand of Conducting 98–00 Wand of Pyrotechnics Arcana—Uncommon 1d100 Item 01 Amulet of Proof
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation Yes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
Adornment 85–86 Staff of Birdcalls 87–89 Staff of Flowers 90–92 Talking Doll 93–94 Tankard of Sobriety 95–97 Wand of Conducting 98–00 Wand of Pyrotechnics Arcana—Uncommon 1d100 Item 01 Amulet of Proof
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation Yes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Necklace of adaptation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of bewitching Wondrous item No Pipe of smoke monsters Wondrous item No Pole of angling Wondrous item No Pole of collapsing Wondrous item No Pot of awakening Wondrous item No Potion of climbing Potion
Unbreakable arrow Weapon No Veteran’s cane Wondrous item No Walloping ammunition Weapon No Wand of conducting Wand No Wand of pyrotechnics Wand No Wand of scowls Wand No Wand of smiles Wand No ARE MAGIC ITEMS
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of bewitching Wondrous item No Pipe of smoke monsters Wondrous item No Pole of angling Wondrous item No Pole of collapsing Wondrous item No Pot of awakening Wondrous item No Potion of climbing Potion
Unbreakable arrow Weapon No Veteran’s cane Wondrous item No Walloping ammunition Weapon No Wand of conducting Wand No Wand of pyrotechnics Wand No Wand of scowls Wand No Wand of smiles Wand No ARE MAGIC ITEMS
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) 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 other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) 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 other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) 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 other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) 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 other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
tree) 87–88 Ring of Jumping 89–90 Ring of Swimming 91–92 Ring of Warmth 93–94 Robe of Useful Items 95–96 Rope of Climbing 97–98 Stone of Good Luck 99–00 Wand of Secrets Implements—Rare 1d100 Item
Collapsing 47–52 Potion of Climbing 53–58 Potion of Comprehension 59–74 Potion of Healing 75–76 Prosthetic Limb 77–78 Rope of Mending 79–80 Staff of Birdcalls 81–82 Sylvan Talon 83–84 Talking Doll 85–86
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
tree) 87–88 Ring of Jumping 89–90 Ring of Swimming 91–92 Ring of Warmth 93–94 Robe of Useful Items 95–96 Rope of Climbing 97–98 Stone of Good Luck 99–00 Wand of Secrets Implements—Rare 1d100 Item
Collapsing 47–52 Potion of Climbing 53–58 Potion of Comprehension 59–74 Potion of Healing 75–76 Prosthetic Limb 77–78 Rope of Mending 79–80 Staff of Birdcalls 81–82 Sylvan Talon 83–84 Talking Doll 85–86
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of
the Ram into a wand or a Cloak of Protection into some other worn object (such as a circlet) without altering the item’s properties. Altered Damage Types An item that deals damage of one type could