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Returning 35 results for 'example result have place cast'.
Magic Items
Dungeon Master’s Guide
know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
Spells
Player’s Handbook
six months, such as a book from a wizard’s library.
“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the
spell.
“Seen casually” is a place you have seen more than once but with which you aren’t very familiar.
“Viewed once or described” is a place you have seen once, possibly
Spells
Player’s Handbook
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
Spells
Player’s Handbook
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
Species
Player’s Handbook
Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.
No longer able
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
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
example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even
making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the
Spells
Player’s Handbook
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
or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Spells
Player’s Handbook
You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action
Spells
Player’s Handbook
two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
Magic Items
Dungeon Master’s Guide
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm
Magic Items
Dungeon Master’s Guide
This Tiny pot bears relief scenes of heroes on its cast-iron sides.
You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell
shunting anything that can’t fit inside to the nearest unoccupied space.
If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP
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
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
Spells
Player’s Handbook
into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could
Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
Spells
Player’s Handbook
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
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts
Spells
Player’s Handbook
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
Magic Items
Dungeon Master’s Guide
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Spells
Player’s Handbook
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Lorwyn: First Light
one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"}, reach 20 ft. Hit: 18
that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard
Monsters
Forgotten Realms: Adventures in Faerûn
whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for
what a nimblewright guard or nimblewright hulk might be doing in a busy public place.
Nimblewright Tasks
1d6
The Nimblewright Is …
1
Serving as an attentive bodyguard to a
Monsters
Forgotten Realms: Adventures in Faerûn
flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in
a busy public place.
Nimblewright Tasks
1d6
The Nimblewright Is …
1
Serving as an attentive bodyguard to a haughty dignitary.
2
Scouting an area for a pending
Monsters
Forgotten Realms: Adventures in Faerûn
or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Shattering Wave. The dragon uses Spellcasting to cast Thunderwave.
Unearth Ruins. The dragon
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Spellcasting to cast Ray of Sickness (level 6 version).
Terrifying Presence. Wisdom Saving Throw: DC 21, each creature in a 20-foot Emanation originating from Sammaster. Failure: 13 (2d12);{"diceNotation