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                        Returning 35 results for 'giving casting leading'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has
                                                
                                            
                                                
                                                     Resistance to all other damage. Shrinking the tower back down to statuette form doesnât repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
                                                
                                            
                                        
                                                     Magic Items
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
                                                
                                            
                                                
                                                     (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
                                                
                                            
                                        
                                                    Instant Fortress
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
                                                
                                            
                                                
                                                    . Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
                                                
                                            
                                        
                                                    Daern's Instant Fortress
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
                                                
                                            
                                                
                                                    . Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
                                                
                                            
                                        
                                                    Astral Projection
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
                                                
                                            
                                                
                                                     it does--your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
                                                
                                            
                                                
                                                     can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview Five miles south of Conyberry is a shrine dedicated to Savras, god of divination and fate. Many years ago, the shrineâs priest-seers foresaw a barbarian attack on Conyberry, giving
                                                
                                            
                                                
                                                     to the shrine, besieged it, and slaughtered everyone inside. In the days leading up to this final battle, the priest-seers helped the townsfolk hide their gold in plain sight. They melted down the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES  Phantom Steed Casting Time: 1 minute or Ritual
 Range: 30 feet
 Components: V, S
 Duration: 1 hour
 A Large, quasi-real, horselike creature
                                                
                                            
                                                
                                                     (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: 10 minutes
 You imbue plants in an immobile 30-foot Emanation with
                                                
                                            
                                                
                                                     limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
 Range: 30 feet
 Components: V, S
 Duration: 1 hour
 A Large, quasi-real, horselike creature appears on the ground in an
                                                
                                            
                                                
                                                    â), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
                                                
                                            
                                                
                                                     can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Speak with Plants Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: 10 minutes
 You imbue plants in an immobile 30-foot Emanation with
                                                
                                            
                                                
                                                     limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     one used by the adventurers) leading out of it. About 100 feet ahead, amidst a tall stand of zurkhwood mushrooms, is an elaborate, glowing portal, 50-foot tall, and half as wide at its base. Lighting Some of the fungus in the forest is phosphorescent in nature, casting a dim light throughout.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     portray him, the Cartophile might fall under suspicion by the characters in the manner of so many too-helpful NPCs. You can opt to run with such suspicions by giving the Cartophile a secret agenda. He
                                                
                                            
                                                
                                                     with the characters. The Cartophile will be keen to meet this ancestor, perhaps leading to a new family business. Or considering that theyâre both gnomes, perhaps Kwalish is the ancestor the Cartophile sought all along!
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
                                                
                                            
                                                
                                                     animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining information about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     level include the following: Using a prisonerâs real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
                                                
                                            
                                                
                                                     sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     vortex.
 A water weird bound to the pool years has been corrupted by the demonic influence infecting these tunnels, turning it evil and giving it a dark hunger. The western path slopes upward to a
                                                
                                            
                                                
                                                     protect the path leading to area 16. The water weird can command the poolâs water to erupt like a geyser, effectively lifting the water weird up to the charactersâ level and putting them within its reach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to extract the mithral from the pillars proves futile.)
 Xindulus. An invisible ultroloth named Xindulus guards a secret door leading to a 10-foot-wide spiral staircase that descends to level 22 (see
                                                
                                            
                                                
                                                     battling a black pudding conceals the secret door in the north wall. Bloodstains mar the carving, making the dwarves look horribly wounded and giving the ooze a disgustingly realistic sheen. The secret door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Speak with Plants 3rd-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes You imbue plants within 30 feet of you with limited sentience and
                                                
                                            
                                                
                                                     animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spellâs area within the past day, gaining information about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Tashaâs Otherworldly Guise 6th-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) Duration
                                                
                                            
                                                
                                                     Planes). Spectral wings appear on your back, giving you a flying speed of 40 feet. You have a +2 bonus to AC. All your weapon attacks are magical, and when you make a weapon attack, you can use your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , Ilvara tries to cut off the partyâs escape by casting web across the tunnel ahead. In addition to giving chase, the drow in the pursuit party pepper the characters with poisoned crossbow bolts, hoping to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Draconic Transformation 7th-Level Transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (a statuette of a dragon, worth at least 500 gp) Duration: Concentration, up to 1 minute
                                                
                                            
                                                
                                                     area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     level include the following: Using a prisonerâs real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
                                                
                                            
                                                
                                                     sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     group of ghosts, those ghosts grant each character 1d4 + 19 temporary hit points, in a manner similar to a 4th-level casting of the False Life spell. Fewer Monsters. Reduce the number of shadow demons
                                                
                                            
                                                
                                                     a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Spell Descriptions These spells are presented in alphabetical order. Borrowed Knowledge 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a book worth at least 25 gp
                                                
                                            
                                                
                                                     you cast it again. Kinetic Jaunt 2nd-Level Transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You magically empower your movement with dance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and
                                                
                                            
                                                
                                                    Astral Projection 9th-level necromancy Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     balcony are old, empty barrels with âThe Wizard of Winesâ burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
                                                
                                            
                                                
                                                     vat neutralizes the poison, but it also spoils the taste of the wine. Casting a purify food and drink spell on a vat neutralizes the poison without spoiling the wine. In addition to her animal skin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and
                                                
                                            
                                                
                                                    Astral Projection 9th-level necromancy Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     elsewhere, or you can advance the timeline if the characters seem to be in a hurry. Under threatening skies, a parade of unhappy children dressed as flowers trudges through the muddy streets, leading the
                                                
                                            
                                                
                                                     guards fail in their duty, the burgomaster retreats to his mansion and the townsfolk flee to their homes, giving the characters free rein in town.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     silently through these caves. 17a. The Maw Rock Formations. Sharp-pointed stalagmites and stalactites fill this 40-foot-high cave, giving it the appearance of a toothy maw. Harmless bats flutter between
                                                
                                            
                                                
                                                     the stalactites.
 Lightning Flashes. If the behir is in area 17c, sporadic flashes of blue-white light appear in the tunnel leading to that area, accompanied by a crackling noise.
 17b. Crushed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     faerzress casts an eerie soft light across this cavern, swirling into spiral patterns and casting dancing shadows from the jagged pillars lining the walls. The air smells and tastes slightly metallic
                                                
                                            
                                                
                                                     cavern, Droki bides his time, giving nonsensical answers and hissing at the characters. He makes his move to escape after the characters make their saving throws, fleeing by the route described in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    3. The Stable The two big doors leading into the stable are sealed, and the place looks shuttered.
 If the characters ask around, the villagers claim that the stable was put out of business some
                                                
                                            
                                                
                                                     carry up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders donât fall off, and giving the proper commands once airborne.
 Any character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    3. The Stable The two big doors leading into the stable are sealed, and the place looks shuttered. If the characters ask around, the villagers claim that the stable was put out of business some time
                                                
                                            
                                                
                                                     up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders donât fall off, and giving the proper commands once airborne.
 Any character can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     statueâs stony hands are outstretched as if in the midst of casting a spell. Its face is a void of utter blackness. The ominous statue stands between two black marble balconies, one of which has partially
                                                
                                            
                                                
                                                     collapsed and fallen on the templeâs black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
                                                
                                            
                                                
                                                     similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).
                                                
                                            
                                        






