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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
                                                
                                            
                                                
                                                     finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
                                                
                                            
                                                
                                                    ;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
                                                
                                            
                                                
                                                     wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     slot): globe of invulnerabilityQuarterstaff. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Quarterstaff"} to hit, reach 5 ft., one target. Hit: 3 (1d6
                                                
                                            
                                                
                                                    ", "rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands.Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     shield, Otiluke's resilient sphere, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind
                                                
                                            
                                                
                                                    "} piercing damage.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Valtagar magically increases in size. While enlarged, Valtagar is Large, doubles his damage dice on Strength-based weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     each: arcane lock, gust of wind, invisibility, magic missile, unseen servant
1/day each: globe of invulnerability, haste, hypnotic pattern, ice storm, lightning bolt, Mordenkainen's sword, wall of
                                                
                                            
                                                
                                                     search of long-lost Ostorian treasures and battlegrounds. Like archaeologists, they seek to uncover secrets of the past and retrieve relics of their ancient history to impress the gods. Sansuri, a powerful
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
                                                
                                            
                                                
                                                    .
Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
                                                
                                            
                                                
                                                    ":"fire"} fire damage when used with two hands.
Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     travels farther than the sprawling city that lies outside his palace.
Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be
                                                
                                            
                                                
                                                     acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, TitiÂvilus has begun recruiting outsiders to deal with problem
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
                                                
                                            
                                                
                                                     that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     spell components and using Wisdom as the spellcasting ability (spell save DC 18):
At will: mage hand (the hand is invisible)
3/day each: see invisibility, telekinesis
1/day each: globe of
                                                
                                            
                                                
                                                     process, the anarch determines the shape and composition of the forms created.
Stabilize Object. The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     finish a long rest.
Ways to Read the Kill
d6
Reading
1
Using a tiny bellows to pump one last breath into a corpse.
2
Reading the entrails with special reading-the-entrails
                                                
                                            
                                                
                                                    . The difference between the index finger and the middle finger. The elasticity of the ear lobe.
6
You take a long, careful look, and then decide based on which fellow franchisee has been nice to
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
                                                
                                            
                                                
                                                     terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
                                                
                                            
                                                
                                                     the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Ancient Dragon Turtle;Ancient
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
                                                
                                            
                                                
                                                     godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
                                                
                                            
                                        
                                                    Commune
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
                                                
                                            
                                                
                                                    -word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long
                                                
                                            
                                        
                                                    Orb of Dragonkind
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb’s depths and
                                                
                                            
                                                
                                                     speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb
                                                
                                            
                                        
                                                    Githzerai Anarch
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    , telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
                                                
                                            
                                                
                                                     Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    70. Armillary Sphere This chamber contains a bronze apparatus centered on a hinged arm. Slowly rotating within the arm is a 10-foot-diameter globe decorated by a topographic map of landforms and
                                                
                                            
                                                
                                                     certain geographical features on the globe. Activating the Sphere The first time any creature moves within 5 feet of the central globe, read: The apparatus suddenly swings around, its rings rotating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     guide poses riddles that can lead the party along the path that ultimately exits the maze. Each time the party moves through the correct passage and enters a new room, the goblin provides them with a
                                                
                                            
                                                
                                                     new riddle that hints which direction to travel in next. If they make an error, the characters encounter a monster of your choice and then must backtrack from their last correct turn. After three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might
                                                
                                            
                                                
                                                    , the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     a height of 6 feet.
 The peephole forms one end of a 5-foot-long tube cut through the solid rock wall. Magnifying lenses set throughout the tube give anyone who peers through the hole a clear view
                                                
                                            
                                                
                                                     the peephole, a character can identify the correct sequence of floor tiles to step on in area 35B and communicate that information to everyone in I’jin’s tomb.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
                                                
                                            
                                                
                                                     to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might
                                                
                                            
                                                
                                                    , the DM might offer a short phrase as an answer instead. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     discovered, or the characters might need to learn the directions from someone who personally explored the island. As long as the order of locations doesn’t change, the code remains correct.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily
                                                
                                            
                                                
                                                     to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    
 6th level (1 slot): globe of invulnerability
 Actions
 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
 Reactions
 Illusory Self (Recharges
                                                
                                            
                                                
                                                     when Rath Finishes a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     one identical sundial intersection exists in the maze. The sundial’s shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of
                                                
                                            
                                                
                                                     delivers all characters to the same area they would have reached if they’d kept going forward. If the characters take the correct path, they return to area 1 after 2d6 rounds. Each time they return
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     identical sundial intersection exists in the maze. The sundial’s shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of the
                                                
                                            
                                                
                                                     delivers all characters to the same area they would have reached if they’d kept going forward. If the characters take the correct path, they return to area 1 after 2d6 rounds. Each time they return
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    , phantasmal force
 3rd level (3 slots): counterspell, fireball, major image
 4th level (3 slots): confusion, greater invisibility
 5th level (2 slots): mislead, seeming
 6th level (1 slot): globe of
                                                
                                            
                                                
                                                    
 Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    
 6th level (1 slot): globe of invulnerability
 Actions
 Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
 Reactions
 Illusory Self (Recharges
                                                
                                            
                                                
                                                     when Rath Finishes a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
                                                
                                            
                                                
                                                     areas P18, P17, and P2). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the order presented. Castle Dining Hall You stand at one end of an impossibly long wooden dining table in the hall of a stone keep. Gilded plates, cutlery, and goblets of blood-red wine are set for
                                                
                                            
                                                
                                                     fast or far a character moves, that character winds up a step or two away from the end of the table where they started. Correct Exit. To escape the dining hall, each character trapped in it must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , creatures that pass through these doorways enter an isolated demiplane called a haunted zone. Entering a Haunted Zone A character enters a haunted zone whenever they do one of the following: Finish a long
                                                
                                            
                                                
                                                     rest in Death House Move through a haunted doorway (marked on map 5.1) Only one haunted zone manifests at a time. As long as at least one creature is in a haunted zone, any other creatures that enter a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     to arrange a group of objects in the correct order. It’s not important that the objects be cards—they could just as easily be statuettes or paintings on the wall. As long as the characters are given
                                                
                                            
                                                
                                                     here. Using the clues in the statue’s message, all five cards must be arranged in the correct order and orientation (upright or reversed) in the statue’s hands. Diagram 4.1 shows the solution. A
                                                
                                            
                                        






