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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
                                                
                                            
                                                
                                                    ;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
                                                
                                            
                                                
                                                     change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have
                                                
                                            
                                                
                                                     for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
                                                
                                            
                                        
                                                     Magic Items
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
                                                
                                            
                                                
                                                     Vanthampur of Baldur’s Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra’s staff to recognize a variety of innocuous hand gestures that
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
                                                
                                            
                                                
                                                     frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.
God-Spawned Horrors. Gods that personify
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} piercing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Spear", "rollDamageType":"piercing"} piercing damage if used with two hands in melee.
Light Crossbow. Ranged
                                                
                                            
                                                
                                                     Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
                                                
                                            
                                                
                                                    Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20
                                                
                                            
                                                
                                                    +6","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     more of its current gem lenses, as noted in the Lenses table. The spell’s target or point of origin must be in the lantern’s area of bright light. If there isn’t enough fuel left to
                                                
                                            
                                                
                                                    This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
                                                
                                            
                                                
                                                    , though they can still die in other ways. The glowing device sheds light in a 10-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.Multiattack. The living portent makes two Radiant Strike attacks.
Radiant
                                                
                                            
                                                
                                                     willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the
                                                
                                            
                                                
                                                     feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
                                                
                                            
                                                
                                                     changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
                                                
                                            
                                                
                                                     invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ):
At will: detect magic, disguise self, invisibility, light, mage hand, message, prestidigitation, Tasha's hideous laughter
3/day each: dispel magic, fly, polymorph
1/day each: maze, telekinesis
                                                
                                            
                                                
                                                     itself on a success.Iggwilv has a long and storied history throughout the multiverse. This adventure presents the legendary figure in her current form. 
Baba Yaga’s Daughter. Iggwilv’s
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
                                                
                                            
                                                
                                                     rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.
The Power of Pleasure
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
                                                
                                            
                                                
                                                     her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed
                                                
                                            
                                                
                                                     1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.
If the giant dies, the lightning, thunder, and high wind regional
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
                                                
                                            
                                                
                                                     the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all
                                                
                                            
                                                
                                                     traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . This effect can be undone only by the Wish spell, divine intervention, or similar magic.
Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your
                                                
                                            
                                                
                                                    , disappearing in a flash of rainbow-colored light. You draw no more cards.
The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is
                                                
                                            
                                        
                                                    Color Spray
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you
                                                
                                            
                                                
                                                     are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each
                                                
                                            
                                        
                                                    Plane Shift
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a
                                                
                                            
                                                
                                                     creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
                                                
                                            
                                        
                                                    Candle of Invocation
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
                                                
                                            
                                                
                                                     dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or
                                                
                                            
                                        
                                                    Control Weather
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes
                                                
                                            
                                                
                                                     weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    , fog cloud, light
3/day each: feather fall, misty stepMultiattack. The giant makes two greatsword attacks and casts fog cloud.
Greatsword. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
                                                
                                            
                                                
                                                     down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
                                                
                                            
                                        
                                                    Wish
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
                                                
                                            
                                                
                                                     to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
                                                
                                            
                                                
                                                     scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
                                                
                                            
                                        
                                                    Storm Giant Quintessent
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
                                                
                                            
                                                
                                                     giant's presence, which creates one or more of the following effects:
High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
                                                
                                            
                                                
                                                    . That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.
Even if you are no longer a full-fledged member of the group that gave you your start in
                                                
                                            
                                                
                                                     gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
                                                
                                            
                                                
                                                     reside in Baldur’s Gate, where they seek the characters out after they arrive. Lynx and Sir Ursas both send couriers to deliver invitations to their respective manors.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Abandoned Guardhouses Near the western gate of Laduguer’s Furrow, the duergar built a series of guardhouses to keep an eye on derro slaves living in the West Cleft. These were abandoned when Deepking
                                                
                                            
                                                
                                                     Tarngardt, grandfather of the current monarch, liberated the derro, allowing them to spread from the West Cleft District into the East Cleft District. The guardhouses now stand empty, providing an ideal place to lie low and keep an eye on traffic in and out of the eastern derro boroughs.
                                                
                                            
                                        





