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Returning 35 results for 'conjure reduce gear to have replaces'.
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conjure rebuke great to have replaced
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conjure rebuke great to have replaces
Magic Items
Dungeon Master’s Guide
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you
Monsters
Guildmasters’ Guide to Ravnica
). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:
3/day each: enlarge/reduce, mage armor (self only
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
Monsters
Guildmasters’ Guide to Ravnica
slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
storm, polymorph
5th level (2 slots): conjure elemental, creation
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray, teleport
8th level (1 slot): control weather
Monsters
Guildmasters’ Guide to Ravnica
(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
, fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
Backgrounds
Guildmasters’ Guide to Ravnica
;elemental weapon, glyph of warding
4th
conjure minor elementals, divination, Otiluke’s resilient sphere
5th
animate objects, conjure elemental
Your spells
. The mizzium apparatus described in chapter 5 is a magical version of this gear.
The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable
Efreeti
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the following spells, requiring no material components:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges
).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Winter Survival Gear Any item listed in the equipment chapter of the Player’s Handbook can be bought in Ten-Towns, including fishing tackle and sleds. The larger the town, the more likely it is to
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Winter Survival Gear Any item listed in the equipment chapter of the Player’s Handbook can be bought in Ten-Towns, including fishing tackle and sleds. The larger the town, the more likely it is to
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
Magic Items
Infernal Machine Rebuild
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lock 0 Conjure Elemental 7 Detect Magic 0 Dispel Magic 3 Enlarge/Reduce 0 Fireball (level 7 version) 7 Flaming Sphere 2 Ice Storm 4 Invisibility 2 Knock 2 Light 0 Lightning Bolt (level 7 version) 7 Mage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lock 0 Conjure Elemental 7 Detect Magic 0 Dispel Magic 3 Enlarge/Reduce 0 Fireball (level 7 version) 7 Flaming Sphere 2 Ice Storm 4 Invisibility 2 Knock 2 Light 0 Lightning Bolt (level 7 version) 7 Mage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wrists and shackles on their ankles. The manacles impose disadvantage on ability checks made to climb or swim. The shackles reduce a prisoner’s walking speed by half and impose disadvantage on ability
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with a 3-mile jaunt to Bryn Shander, continues with an exhausting 23-mile journey to Caer-Dineval, and ends with a 3-mile hike around Lac Dinneshere to Caer-Konig. Characters can reduce the total
tiefling), helped them buy climbing gear and camping supplies, and then headed to the Hook, Line, and Sinker (the local tavern) for drinks, with plans to get a good night’s rest at the Northern Light (the