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Returning 35 results for 'creation cast worn'.
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Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it three times, the djinni can’t do so again for 365
Spells
Player’s Handbook
spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Spells
Player’s Handbook
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Spells
Player’s Handbook
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to
Spells
Player’s Handbook
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory
Spells
Player’s Handbook
.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something
Spells
Player’s Handbook
, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque
Spells
Player’s Handbook
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below
. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the
Magic Items
Dungeon Master’s Guide
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
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
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Magic Items
Dungeon Master’s Guide
to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping
Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere
Spells
Player’s Handbook
creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Object into Creature. You can turn an object into any
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
Monsters
Fizban's Treasury of Dragons
Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack
animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon’s creation strongly resembles a fire elemental, while a black dragon
Magic Items
Waterdeep: Dungeon of the Mad Mage
While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt
","rollDamageType":"fire"} fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Monsters
Acquisitions Incorporated
Innate Spellcasting (Psionics). Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components:
At will: detect thoughts
1/day
saved in the end by her brother Omin's tireless efforts and the valor of his handpicked “C” Team. Now returned safely to the world — and with the false Auspicia of the crypt's creation slain — she
Magic Items
Candlekeep Mysteries
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Any character who attunes to the ring gains control of Stonky
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3
treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon’s creation
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can cast the following spells, requiring no components:
At will: dancing lights, mage hand
3/day each: darkness, faerie fire, shield
":"acid"} acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Cold Regeneration. If the temperature around
back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor
Magic Items
Ghosts of Saltmarsh
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3
charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Monsters
Waterdeep: Dragon Heist
hair and flame tongue longsword, in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks.
Silver Hair. Melee Weapon Attack: +11;{"diceNotation
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
, anything is possible—including the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Magic Items
Out of the Abyss
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Monsters
Dragonlance: Shadow of the Dragon Queen
(spell save DC 12). Virruza can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, mage hand
2/day each: fear, invisibility (self only)
1
. The fire ignites flammable objects that aren’t being worn or carried.Changed by days of strange experiments involving draconian blood and exposure to the Spawning Shard, Virruza now looks like a tumescent draconian with warty green skin and an overly large mouth.Acid, Cold, Fire, Lightning, Thunder
Monsters
Waterdeep: Dungeon of the Mad Mage
falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting (Psionics). The squidling’s innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components.
Magic Resistance
, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.
When the process of turning a gnome into a mind flayer goes horribly awry
Monsters
Mythic Odysseys of Theros
amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage.He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on his brow
after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir.
Monsters
Eberron: Rising from the Last War
innately cast the following spells, requiring no material components:
At will: fire bolt
1/day: chromatic orb
Unstable Mark. When the assassin casts an innate spell, each creature within 10 feet of the
ignites if it isn't being worn or carried.
Chromatic Orb (1/Day). Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 90 ft., one creature
Monsters
Fizban's Treasury of Dragons
use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To
the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance






