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Returning 35 results for 'ghoul continual level'.
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Spells
Playerâs Handbook
.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghoul;Ghouls. If you use a level 8 spell slot, you can animate or reassert control
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Monsters
Out of the Abyss
evil and good, shield of faith
2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, spirit guardiansMultiattack. Grisha makes
Spellcasting. Grisha is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
Monsters
Eberron: Rising from the Last War
gold pieces is 20 times the spellâs level. These components are consumed when the ritual is finished. The magewright knows the following spells:
At will: mage hand, prestidigitation
Rituals
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Orcus
Legacy
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Monsters
Out of the Abyss
spells, requiring no material components:
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop
Legendary Resistance (3/Day). If Orcus fails a
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control
become ghoul;ghouls and zombie;zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate
Monsters
Curse of Strahd
of his next turn.
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots):comprehend languages, fog cloud
Yeenoghu
Legacy
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Monsters
Out of the Abyss
). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
, where he pursues captured mortals in a cruel game. Yeenoghuâs lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls, and there are few structures or signs
Magic Items
Tashaâs Cauldron of Everything
long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
6
The Stable Handâs Secret (sweet-tasting human canine)
2 Incubus;incubi
When you make a
than 3 magic items, you gain 1 level of exhaustion that canât be removed until you are attuned to three or more magic items.
14
The Claws of Dragotha (broken translucent fang)
1 adult red
Create Undead
Legacy
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Spells
Basic Rules (2014)
spell slot, you can animate or reassert control over five ghoul;ghouls or two ghast;ghasts or wight;wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghoul;ghouls, three ghast;ghasts or wight;wights, or two mummy;mummies.
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these
Epic Boon Feat (Prerequisite: Level 19+, Shadowsteel Ghoul Transformation)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Strange Bedfellows. You are no longer affected by the Friendless Transformation Flaw.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesnât use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesnât use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
Gothic Horror Monsters Creatures imbued with tragedy or abominable origins work well in gothic horror adventures. Often, lower-level monsters embody aspects of a more powerful villainâs evil, powers
Challenge Creature Source
1/4 Zombie MM
1 Ghoul MM
2 Gargoyle MM
2 Wereraven VGR
3 Green hag MM
3 Werewolf MM
4 Succubus/incubus MM
8 Nosferatu VGR
11 Efreeti MM
13 Loup garou VGR
13 Vampire MM
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
also offers more spells. 1st Level
Protection from evil and good
2nd Level
Augury (ritual)
Continual flame
Enlarge/reduce
Summon beast *
3rd Level
Aura of vitality
Elemental weapon
Additional Druid Spells 1st-level druid feature The spells in the following list expand the druid spell list in the Playerâs Handbook. The list is organized by spell level, not character level. If a
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield of Faith
2nd Level Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate
Cleric Spells Cantrips (0 Level) Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level Bane
Bless
Command
Create or Destroy Water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 22. View Player Version The following features apply throughout Shadowdusk Hold unless otherwise noted in an areaâs
, as does bringing the body out of Shadowdusk Hold or into the area of a hallow spell. Sconces throughout Shadowdusk Hold flicker with torchlight created by continual flame spells. These magic torches are set in upside-down sconces, and their magical flames point downward.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
their level unless otherwise noted. Light. Areas X2, area X3, area X4, and area X21 are brightly lit by torches imbued with continual flame spells. The rest of the tomb is dark. Members of the Onyx Scar
walls on the upper level are engraved with scenes depicting Xeluanâs life, though theyâve eroded considerably after years of neglect.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Basement Features The Fortress of Caerdoonâs basement has the following features: Walls. The walls are damp and made of smooth, worked stone. Ceilings. The ceilings throughout this level are 10 feet
(Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Canals. The lakes and canals in this area have a water level about 5
feet below the floor level of the surrounding dungeon. The canals are 15 feet deep. A sluggish current flows southward down both canals from the waterfalls at area C25. A character who falls into a canal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Cleric Spells Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Light. Cultists illuminate areas they use frequently with continual
flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Create Undead Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one 150+ GP black onyx stone for each corpse)
Duration: Instantaneous
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). As a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Create Undead Level 6 Necromancy (Cleric, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one 150+ GP black onyx stone for each corpse)
Duration: Instantaneous
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 âCreature Stat Blocksâ for its stat block
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
entrance is level with the ground. A dim green glow radiates from all of the entrances.
Ten pikes set with skulls and rotting heads stand in a line before the cliff.
Wood woads (see appendix A), plant
ghoul, skeleton, wight, or zombie. Claugiyliamatarâs servants placed these trophies as a warning, but the grisly display has done nothing to deter the undead attacks.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
.
Light. All areas of the shrine are brightly lit by the continual flame spell cast on torches in sconces.
Open First Level. The lack of doors on the first level of the shrine means that sound
carries. If the characters engage in battle, set off a trap, shout, or otherwise make loud noises on this level, the Scaly Eye members in areas B2 and B4 investigate the disturbance.
Rage of Bahamut. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Create Undead 6th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx
stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Create Undead 6th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx
stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
added to the spell list of your spellcasting class. Mark of Making Spells Spell Level Spells
1st identify, Tenserâs floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
table are added to the spell list of your spellcasting class. Mark of Making Spells Spell Level Spells 1st identify, Tenserâs floating disk 2nd continual flame, magic weapon 3rd conjure barrage, elemental weapon 4th fabricate, stone shape 5th creation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Wizard Spells Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance to Arcturiadoom These caverns lie at the end of the worm-bored tunnel leading down from level 13. 1a. Worm Tunnel The bore worm on level 13 wanders down here occasionally, looping around
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
dining hall on level 1 (area C1) to the mezzanine on level 2 (area C6) and the hallway on level 3 (area C13). The elevator is powered by magic. A creature in the elevator need only say âlevel 1
,â âlevel 2,â or âlevel 3â in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesnât respond to






