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                        Returning 35 results for 'cold wand reduce'.
                    
                
                        
                            
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                                                     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
                                                
                                            
                                        
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
                                                
                                            
                                                
                                                    .
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    Special Equipment. Talis has scale mail, +1;+1 scale mail and a wand of winter.
Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can’t put her to sleep
                                                
                                            
                                                
                                                    ":"2d8","rollType":"damage","rollAction":"Winter Strike","rollDamageType":"cold"} cold damage.Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ", "rollDamageType":"cold"} cold damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Freezing Touch", "rollDamageType":"necrotic"} necrotic damage. If this damage would reduce the
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Icy Axe", "rollDamageType":"cold"} cold damage.
Polar Ray. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction
                                                
                                            
                                        
                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage
                                                
                                            
                                                
                                                    
Orb of Shielding (Necrotic);Mabaran obsidian
Necrotic
Orb of Shielding (Cold);Risian shale
Cold
Orb of Shielding (Force);Shavarran chert
Force
Orb of Shielding (Psychic);Xorian marble
Psychic
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Spells. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12):
cone of cold (5 charges)
fog cloud (1 charge)
ice storm (4
                                                
                                            
                                                
                                                     to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
                                                
                                            
                                                
                                                     ring of cold resistance.Multiattack. Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    ): alter self, darkvision, enlarge/reduce, hold person
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): confusion, conjure minor elementals
                                                
                                            
                                                
                                                    , polymorph
5th level (2 slots): cone of cold, creation, hold monster
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weatherScimitar. Melee
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"cold"} cold damage.
Hurl
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Hurl Icicle", "rollDamageType":"cold"} cold damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus.
When you cast a damage-dealing spell
                                                
                                            
                                                
                                                    
Necrotic
Risian Pine Focus;Risian Pine
Cold
Shavarran Birch Focus;Shavarran Birch
Force
Xorian Wenge Focus;Xorian Wenge
Psychic
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
                                                
                                            
                                                
                                                     point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
                                                
                                            
                                                
                                                    ":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Talons","rollDamageType":"cold"} cold damage.
Touch of Frost. Melee Spell Attack: +13;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Morningstar","rollDamageType":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Ice Morningstar","rollDamageType":"cold"} cold damage.
Ice Dart. Ranged Weapon
                                                
                                            
                                                
                                                     Dart","rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Ice Dart","rollDamageType":"cold"} cold damage.
Cone of Cold (Recharges after a
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     Chemister. When Niv-Mizzet casts a spell that deals damage, he can change the spell’s damage to cold, fire, force, lightning, or thunder.
Spellcasting. Niv-Mizzet is a 20th-level Izzet
                                                
                                            
                                                
                                                     (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow
4th level (3 slots): confusion, dimension door
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , shield, thunderwave
2nd level (3 slots): detect thoughts, enlarge/reduce, Melf's acid arrow, mirror image
3rd level (3 slots): counterspell, dispel magic, fireball, slow
4th level (3 slots): blight
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     under the effect of Reduce.
Invisibility (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1 hour or until it
                                                
                                            
                                                
                                                     and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.
Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.
Crown. You learn the
                                                
                                            
                                                
                                                     death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can’t reduce your hit point maximum below 10 hit points. This
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until which the creature is covered by ectoplasm
                                                
                                            
                                                
                                                     damage on a failed save, or half as much damage on a successful one.
Cold, Fire, PoisonLightning, Necrotic, Piercing
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way
                                                
                                            
                                                
                                                     topaz dragon their monarch, despite the dragon’s complete lack of interest and growing annoyance toward them.
Cold, Necrotic
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to
                                                
                                            
                                                
                                                     dragon egg, and they care for it as if it were their own.
5
A sea hag is on the hunt for a topaz dragon wyrmling, to be used as a component in a fell ritual.
6
A pirate crew keeps a curmudgeonly topaz dragon wyrmling as a beloved mascot.
Cold, Necrotic
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     wearing armor.
Ship. You gain proficiency in three skills chosen by the DM.
Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.
Stairway. You can choose to
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    ’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.
In order to further its master’s goals, the wand feigns devotion to its current
                                                
                                            
                                                
                                                    The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
                                                
                                            
                                                
                                                     turn there, the creature takes (2d6) Cold;{"diceNotation":"2d6", "rollType":"damage", "rollAction":" (Cold)", "rollDamageType":"Cold"} damage. A creature takes this damage only once per turn. While
                                                
                                            
                                        
                                                    Wand of Wonder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
                                                
                                            
                                                
                                                     creatures wither and rot within the entropic energy emanated by Ygorl’s magic.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning, Thunder
                                                
                                            
                                        
                                                     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->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     have the item. The Winter Survival Gear table provides costs for cold weather clothing, crampons, and snowshoes, which can be added to the list of things that characters can buy in Ten-Towns. Winter
                                                
                                            
                                                
                                                     Survival Gear    Item Cost Weight 
     Clothing, cold weather  10 gp  5 lb. 
   Crampons (2)  2 gp  1/4 lb. 
   Snowshoes  2 gp  4 lb. 
   Cold Weather Clothing This outfit consists of a heavy fur
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, rare (requires attunement by a spellcaster) 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Imbued Wood Focus Wondrous item, common (requires attunement) An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you’re a spellcaster, you can use this
                                                
                                            
                                                
                                                     Radiant Kythrian Manchineel Acid or poison Lamannian Oak Lightning or thunder Mabaran Ebony Necrotic Risian Pine Cold Shavarran Birch Force Xorian Wenge Psychic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
 Huge Fiend (Demon), Chaotic Evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit Points 405 (30d12 + 210
                                                
                                            
                                                
                                                     Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Imbued Wood Focus Wondrous item, common (requires attunement) An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you’re a spellcaster, you can use this
                                                
                                            
                                                
                                                     Rosewood  Radiant 
   Kythrian Manchineel  Acid or poison 
   Lamannian Oak  Lightning or thunder 
   Mabaran Ebony  Necrotic 
   Risian Pine  Cold 
   Shavarran Birch  Force 
   Xorian Wenge  Psychic
                                                
                                            
                                        






