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                        Returning 35 results for 'giving casting leaving'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . Legend says Vecnaâs destruction came at Kasâs hand, but Vecna also wrought his rebellious lieutenantâs doom, leaving only Kasâs sword behind.
Bloodthirst. The sword thirsts for
                                                
                                            
                                                
                                                     Kas, provided the sword is within 30 feet of the spellâs caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Axiomatic Mind. The drone canât be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the drone dies, its body disintegrates into dust, leaving behind
                                                
                                            
                                                
                                                     up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     hexton dies, its body disintegrates into dust, leaving behind anything it was carrying.
Legendary Resistance (4/Day). If the hexton fails a saving throw, it can choose to succeed instead.Multiattack
                                                
                                            
                                                
                                                     only), protection from evil and goodThe hexton can take up to three reactions per round but only one per turn.
Counter Magic. The hexton attempts to interrupt a creature it can see that is casting a
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     known only as âthe Callerâ to corrupt and slay all of Isoldeâs companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey then befriended Isolde and offered to
                                                
                                            
                                                
                                                    , but not without casting a spell that made Isolde forget about Zybilna and her Feywild domain, thus preventing the eladrin from divulging the archfeyâs secrets. As a further punishment, Zybilna
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                    Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
                                                
                                            
                                                
                                                     causing harm to anyone or anything. A fractine that doesnât consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and self-destructs, leaving no trace
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the godsâ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
                                                
                                            
                                                
                                                     realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
                                                
                                            
                                                
                                                     using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.
Gargauth doesnât know how to escape from the shield. The pit fiend believes
                                                
                                            
                                                
                                                     (incorrectly) that it can break free of the shield if itâs brought to the Nine Hells, for itâs convinced that the shieldâs powers are weaker there.
Freeing Gargauth. Casting dispel
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the godsâ meddling, but the
                                                
                                            
                                                
                                                     Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
                                                
                                            
                                                
                                                     by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you.
Tomb. At any time you choose
                                                
                                            
                                        
                                                     feats
                                                    Playerâs Handbook (2024)
                                                    
                                                
                                            
                                                     leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature
                                                
                                            
                                        
                                                    Find Steed
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also
                                                
                                            
                                                
                                                     dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
                                                
                                            
                                                
                                                     ground or the floor in the spellâs radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
                                                
                                            
                                                
                                                     creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Power Word Stun 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see
                                                
                                            
                                                
                                                     within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Power Word Stun 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see
                                                
                                            
                                                
                                                     within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
                                                
                                            
                                                
                                                     creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic itemâs form while leaving its properties intact. For example, you can turn a Ring of
                                                
                                            
                                                
                                                     into a single helmet. This makes the item more powerful (and probably increases its rarity), but it wonât break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
                                                
                                            
                                        
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Mending Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such
                                                
                                            
                                                
                                                     as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Mending Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such
                                                
                                            
                                                
                                                     as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S, M (a drop of bitumen and a spider)
 Duration: Concentration, up to 1 hour
                                                
                                            
                                                
                                                    
 Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Entering and Leaving the House While the House of Cards exists, spells such as Plane Shift can access it if the caster knows where theyâre trying to go. But the Deck of Many Things can also provide
                                                
                                            
                                                
                                                     deck can command the House of Cards to open. The deck absorbs life energy, giving the creature 5 levels of exhaustion. These levels can be distributed among up to five willing creatures touching the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
 Range: Touch
 Components: V, S, M (two lodestones)
 Duration: Instantaneous
 This spell repairs a
                                                
                                            
                                                
                                                     dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it canât restore magic to such an object.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S, M (a drop of bitumen and a spider)
 Duration: Concentration, up to 1 hour
                                                
                                            
                                                
                                                    
 Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
 Range: Touch
 Components: V, S, M (two lodestones)
 Duration: Instantaneous
 This spell repairs a
                                                
                                            
                                                
                                                     dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it canât restore magic to such an object.
                                                
                                            
                                        
                                                     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->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Snare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a
                                                
                                            
                                                
                                                     circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that
                                                
                                            
                                        






