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Returning 35 results for 'guide cast loses'.
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give cast lasts
Magic Items
Dungeon Master’s Guide
cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board.
Spell
Charge Cost
Augury
1
Commune
3
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Magic Items
Dungeon Master’s Guide
used again until the next dawn.
Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.
Magic Items
Dungeon Master’s Guide
is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
10
The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.
The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
2-9
The efreeti understands your languages and obeys your commands for 1 hour
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Magic Items
Dungeon Master’s Guide
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
Magic Items
Dungeon Master’s Guide
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Magic Items
Dungeon Master’s Guide
, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.
Ioun Stone of Agility;Agility (Very Rare). Your
creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic
Magic Items
Dungeon Master’s Guide
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Magic Items
Dungeon Master’s Guide
This Tiny pot bears relief scenes of heroes on its cast-iron sides.
You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
Magic Items
Forgotten Realms: Adventures in Faerûn
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Magic Items
Forgotten Realms: Adventures in Faerûn
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Myrkul's Hand. While wearing the crown, you can cast the Power Word Kill spell (save DC 18) from it. A Humanoid killed by this spell rises at the start of your next turn as a Wraith that follows your
verbal orders. Once you use the crown to cast this spell, you can't cast it again from the crown until the next dawn.
Teleportation. While wearing the crown, you can cast the Teleport spell. The crown
Equipment
This black iron needle easily pierces the skin. If a creature’s mouth is sewn shut with a Stitching Needle, it loses the ability to speak and cast spells with verbal components. The creature
Heroism
Legacy
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Spells
Basic Rules (2014)
start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Efreeti Bottle
Legacy
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Magic Items
Basic Rules (2014)
efreeti escapes and disappears, and the bottle loses its magic.
91-00
The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90
The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns
Djinni
Legacy
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Monsters
Basic Rules (2014)
spellcasting ability is Charisma (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells
loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.Lightning, Thunder
Hydroloth
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Monsters
Mordenkainen’s Tome of Foes
this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are
Amphibious. The hydroloth can breathe air and water.
Innate Spellcasting. The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells
Monsters
Spelljammer: Adventures in Space
’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
Magic Items
Waterdeep: Dungeon of the Mad Mage
While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the
distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.
Innate Spellcasting
(Psionics). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.
Innate Spellcasting (Psionics
). The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery (see “Actions
Magic Items
Tales from the Yawning Portal
bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse. The bracelet
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the
Spells
Acquisitions Incorporated
attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th
Monsters
Eberron: Rising from the Last War
quori's spellcasting ability is Charisma (spell save DC 21, +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the
incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
Monsters
Out of the Abyss
can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Viln has disadvantage on
the Dungeon Master’s Guide). The poison on a dagger’s blade is good for one hit only, whether the poison takes effect or not.Multiattack. Viln makes three melee attacks: two with her
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
All Around Vision. The Inspired can’t be surprised.
Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no
material components.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material
Necklace of Prayer Beads
Legacy
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Magic Items
Basic Rules (2014)
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace
can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is
Magic Items
Waterdeep: Dungeon of the Mad Mage
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Luck Blade
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Magic Items
Basic Rules (2014)
.
Wish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.






