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Returning 35 results for 'conjure wand required'.
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conjure wall required
Magic Items
Dungeon Master’s Guide
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
Spells
Player’s Handbook
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d8+7", "rollType":"damage", "rollAction":"Necrotic Bolt", "rollDamageType":"necrotic"} necrotic damage.
Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead
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
Magic Items
Tyranny of Dragons
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
This wand looks and feels like an icicle. You must be attuned to the wand to use it.
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Monsters
Storm King's Thunder
others will be normal cats.
Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of &ldquo
;sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can live to be 20 years old.
With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.Poison
Magic Items
Acquisitions Incorporated
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
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
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
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Monsters
Keys from the Golden Vault
successful one.Sythian Skalderang has been blessed by the demon lord Graz’zt. Graz’zt’s gift to Sythian manifests in several ways, including Sythian’s ability to conjure
holds his students to a rigorous schedule. His bone conductor’s wand doubles as a spellcasting focus.Fire
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. Wand of Winter
Wand of Winter Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. Wand of Winter
Wand of Winter Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(minimum of 0). Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(minimum of 0). Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces
Wand of Orcus Wand, Artifact (Requires Attunement) Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
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->Wayfinder's Guide to Eberron
found in the armies of most nations. Due to the considerable training required to master magic, this has remained an elite specialty. The common soldier wields a spear or crossbow but it’s not unusual
to see a warrior with a sword on one hip and a wand on the other. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. A wandslinger is defined
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found in the armies of most nations. Due to the considerable training required to master magic, this has remained an elite specialty. The common soldier wields a spear or crossbow but it’s not unusual
to see a warrior with a sword on one hip and a wand on the other. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. A wandslinger is defined
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
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
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
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
undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.
Actions
Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus. Melee
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. If you have Xanathar’s Guide to Everything
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
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. If you have Xanathar’s Guide to Everything
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied
of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied
of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 405 (30d12
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dawn.
While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in
everlasting existence of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dawn.
While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in
everlasting existence of undeath.” 81–00 “I am awash in the awareness of life’s futility.” Orcus
Huge fiend (demon), chaotic evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Fey 6th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If