Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'deck spells'.
Other Suggestions:
dark spells
Monsters
Ghosts of Saltmarsh
Sea Legs. The deck wizard has advantage on ability checks and saving throws to resist being knocked prone.
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will
Magic Items
Tasha’s Cauldron of Everything
deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
Monsters
The Book of Many Things
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: Guidance, Light, Thaumaturgy
2/day each: Bless, Freedom of Movement
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
Monsters
Lost Laboratory of Kwalish
Special Equipment. Mary wears bracers of defense and a ring of protection, and carries a deck of several things (see appendix D).
Fey Presence (Recharges after a Short Rest). Mary can cause each
spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st−3rd level (2 3rd-level slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servantQuarterstaff
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Monsters
The Book of Many Things
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon beast can detect and pinpoint the location of magic within 120 feet
another target.Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
Monsters
Vecna: Eve of Ruin
Immutable Form. The guardian is immune to any spell or other effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects
mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes
Monsters
The Book of Many Things
Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane, using Charisma as the spellcasting ability.
Magic Resistance. The hierophant has advantage on saving throws against spells
until the hierophant dies, has the incapacitated condition, uses a bonus action to end the effect, or uses this action again.
Spellcasting. The hierophant casts one of the following spells, using
Ezmerelda d'Avenir
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Curse of Strahd
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw
Monsters
The Book of Many Things
knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
1/day each: Greater Restoration, Sending, Word of Recall (the prepared sanctuary is the Solar
Bastion)Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Monsters
The Book of Many Things
throw or after the possession ends.
Spellcasting. Gremorly casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: Dancing Lights, Mage Hand
, Prestidigitation
2/day each: Bestow Curse, Dispel Magic
1/day: SlowYears ago, a wizard named Gremorly drew the Throne card from a Deck of Many Things, gaining ownership of a small castle called Sovereign
Monsters
The Book of Many Things
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Mage Armor (self only)
2/day each: Blight, Blindness/Deafness
Spellcasting.Aleron was once a tiefling adventurer, but unlike so many victims of the Deck of Many Things, he never drew the Skull card. Instead, when one of his allies drew the card and faced the avatar of death
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
arcane characters, including a feat, spells, and background ideas suggested by the deck that add arcane flavor to your character’s story. The chapter concludes with two magic items. The Deck of Many
Chapter 7: Sage The Sage card represents arcane knowledge, foresight, and skill. In that vein, this chapter explores the arcane possibilities held within a deck of cards. It begins with options for
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fifth Edition The Deck of Many Things was revised yet again in 2014 for the fifth edition Dungeon Master’s Guide. O’Connor’s art remained, and the thirteen-card version of the deck returned, but the
deck was no longer an artifact and no longer sentient. This was the latest version of the deck in D&D—until now. The Book of Many Things explores and expands the deck. It isn’t intelligent, but the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Entering and Leaving the House While the House of Cards exists, spells such as Plane Shift can access it if the caster knows where they’re trying to go. But the Deck of Many Things can also provide
access to the dungeon. A creature touching the deck from which the Void card was drawn knows the House of Cards can be accessed in the following ways: Life Force. As an action, a creature touching the
Monsters
Fizban's Treasury of Dragons
). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12):
1/day each: baneDecay and despair are bound up in
dragon scale on the deck.
2
A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon’s wrath.
3
A fishery
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 1: Fool Harry Conway Welcome to The Book of Many Things, whose twenty-two chapters give you character options, magic items, spells, monsters, ready-to-play adventures, DM advice, and setting
elements designed to be dropped into your own campaign. And tying those chapters together is a legendary magic item that every player both dreads and longs for: the Deck of Many Things. For decades
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shattered his empire. The deck also gained magical powers distinct from the cards’ effects: wizards, sorcerers, and warlocks could use the deck to empower their spells. The Deck of Many Things was central
Fourth Edition Two versions of the deck were presented for the fourth edition of D&D. The first appeared in Dungeon 177 and was an artifact intended for heroes of levels 11–20; the second appeared a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Deck Wizard These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step
from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah. Pirate Deck Wizard
Medium
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, warlocks, wizards, and other characters who wield arcane magic. It includes the new Cartomancer feat, new spells, and the Deck of Many More Things: the cards added to the Deck of Many Things over the
characters who prioritize their skills. The “Rogues’ Gallery” section presents treacherous adversaries for when a player draws the Rogue card from the deck. Chapter 7: Sage. This chapter focuses on sorcerers
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
beneficial properties Spells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect
automatically succeed on Constitution saving throws made to maintain your concentration on divination spells. Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another
Monsters
Fizban's Treasury of Dragons
Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Heroes of Destiny The Sage Destinies table provides narrative ideas inspired by the Deck of Many Things that you can use while developing your character. The entries in this table are geared toward
spellcasters, but they can enrich any character’s story. When using this table, you can either choose the entries that speak to you or draw cards from the deck. Sage Destinies Card Heroic Tie
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hobgoblin warlord, whose infernal stronghold they sacked, carrying away many trophies—including a Deck of Many Things. The legendary magic item was hidden in the vaults and warded with powerful spells to
from the Deck of Many Things in an attempt to turn the tide. When he drew the Skull card, the terrifying Undead created by that card (see chapter 19) detected the deck at last. Within minutes, more
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the stat block in the Monster Manual; if the stat block is in Boo’s Astral Menagerie, the adventure’s text tells you so. Spells and equipment mentioned in the adventure are described in the Player’s
of spelljamming vessels mentioned in the adventure and includes deck plans for each one. At your discretion, you can provide the players with a copy of the deck plans for whatever ship they’re sailing aboard and allow them to manage the ship’s activity during encounters.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Icingdeath Locations The following locations are keyed to the map of Icingdeath. I1. Icingdeath Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo
into the main hold (area I7). A 3-foot-high capstan near the middle of the deck is locked in place. A character who succeeds on a DC 15 Intelligence (Investigation) check finds that one of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Goals The Grim Harrow’s primary purpose is to destroy all copies of the Deck of Many Things. Its members believe destroying the decks will end the doom that binds them to an Undead existence
worlds throughout the infinite multiverse. The Grim Harrow seeks any information regarding decks, those who’ve had a deck, and those who know the decks’ secrets. These foul menaces are wary of agents of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Lambent Zenith approached Havock, the rod’s magic mixed with the latent power in Havock’s dying body and went awry. This volatile combination now causes teleportation spells and effects to function
portal appears in a random unoccupied space in the exit location. Portal Exit d6 Exit Location 1 Sterncastle deck (stern segment; area Z1a) 2 Companionway (stern segment; area Z5) 3 Starboard top deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.) Like the Deck of Many Things, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 21: Talons This chapter presents monsters inspired by the Deck of Many Things, arranged in alphabetical order. For guidance on how to use a creature’s stat block, consult the introduction of
the creature uses its weapon or casts its spells; the exception has no effect on how a weapon or spell functions for a different creature. If a stat block contains the name of a class in parentheses
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
mangonels being the most common. Such weapons are slow to load and fire. Player characters are almost always better off using their own weapons and spells in ship-to-ship combat, reserving shipboard
turn, a ship can be turned and reoriented so that all its weapons can aim and fire at any target within range, regardless of where they’re situated on the deck. Boarding When one ship moves to within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Asteria hasn’t aged since Istus drew her future from the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will
she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the Deck of Many Things. Adventure Hooks Asteria knows more
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
disoriented underground. Setup. Use a deck of playing cards, Ace through 5 only, from each suit (Hearts, Diamonds, Clubs, Spades). You should have 20 cards in total. Picking a Path. Shuffle the deck thoroughly
navigated the sewers and found the Central Chamber. Replacement Tools
If you don’t have a deck of cards available, have the players roll 1d4 to determine the suit, and 1d6 to determine the card