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Returning 35 results for 'example ritual have planes choose'.
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Spells
Player’s Handbook
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the
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
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can
of every turn, but it turns to dust if reduced to 0 Hit Points. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending
Species
Player’s Handbook
to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence
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
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
Spells
Player’s Handbook
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
Spells
Player’s Handbook
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you
Spells
Player’s Handbook
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose
Spells
Player’s Handbook
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
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
Spells
Player’s Handbook
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
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
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
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Magic Items
Forgotten Realms: Adventures in Faerûn
supplied for the ritual. If the target was a dead dragon’s body, the body reanimates, and the gem is inhabited by an evil dragon spirit from the Outer Planes. The dracolich is under no obligation toward its creators and acts according to its nature.
cover. The Tome of the Dragon contains the secret ritual to transform a dragon or a dead dragon’s body into a dracolich.
To decipher and use the Tome of the Dragon, you must be either a
Spells
Player’s Handbook
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
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Spells
Player’s Handbook
object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
for your home laboratory, for example, you might appear in another person’s laboratory in the same city.
Off Target. You and your group (or the target object) appear 2d12 miles away from the
Monsters
Forgotten Realms: Adventures in Faerûn
Hit Points until the start of the scion’s next turn.
Legendary Resistance (3/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has Advantage
Myrkul and gained a portion of malevolent divine power from each. A scion of the Dead Three might have seized this power in a sinister ritual or had it thrust on them by an evil Artifact or a god’s
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
. If the gem is destroyed, Sammaster can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP, which the ritual consumes, and by expending 5,000 GP.Multiattack. Sammaster makes
Feats
Forgotten Realms: Heroes of Faerûn
Charisma is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.
Tag Team. When you take the Help action, you can
Monsters
Astarion's Book of Hungers
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
Ritual Caster (Warlock)
Legacy
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Ritual Caster (Druid)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Monsters
Candlekeep Mysteries
inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and
decade ago, during a time when the boundaries between the planes thinned, the hags became aware of the magic spring controlled by Sylvarie—and decided to control and corrupt it for their own purposes
Monsters
Storm King's Thunder
require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and
resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
Ritual Caster (Bard)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Equipment
This fractal sphere is an informationally hyperdense arcane formula from the void. You can decipher it with 1 hour of study.
Once deciphered, the sphere can be used to perform a 1-hour ritual, which
up to three other spellcasters within 10 feet of the sphere can participate in. At the ritual’s culmination, the sphere is destroyed, and each participant can expend one spell slot. You must
Magic Items
The Book of Many Things
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a
example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion.
Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.
Ritual Caster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Ritual Caster (Cleric)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Ritual Caster (Sorcerer)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Ritual Caster (Wizard)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class
Monsters
Vecna: Eve of Ruin
Bloodheart Stake. The impaler is magically bound to the ceremonial stake and the sacrificed corpse the ritual caster used to create it. If the impaler is reduced to 0 hit points, it disappears, then
Resistance (3/Day). If the impaler fails a saving throw, it can choose to succeed instead.Multiattack. The impaler makes one Spike attack and two Wicked Spear attacks.
Spike. Melee Weapon Attack: +11
Monsters
Planescape: Adventures in the Multiverse
Legendary Resistance (3/Day). If the incarnate fails a saving throw, it can choose to succeed instead.
Magic Resistance. The incarnate has advantage on saving throws against spells and other magical
effects.
Planar Form. An Planar Incarnate (Celestial Form);incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double
Monsters
Planescape: Adventures in the Multiverse
Legendary Resistance (3/Day). If the incarnate fails a saving throw, it can choose to succeed instead.
Magic Resistance. The incarnate has advantage on saving throws against spells and other magical
effects.
Planar Form. An incarnate on the Upper Planes is a Celestial. An Planar Incarnate (Fiend Form);incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double damage to