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Returning 35 results for 'have of have matter'.
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have of have master
Monsters
Planescape: Adventures in the Multiverse
Multiattack. The matter smith makes two Manifested Force attacks.
Manifested Force. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Manifested Force"} to
. The matter smith casts one of the following spells, using Charisma as the spellcasting ability:
At will: mage armor, mage hand, prestidigitation
1/day each: create food and water, fabricate (as an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mind’s Eye Matter Smith Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great
for the planes, and which ones have grand visions for their bank vaults.”
–Morte
Mind’s Eye Matter Smith Small or Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Heart of the Matter Naevys (lawful good, elf knight equipped with a flame tongue longsword) approaches the characters with important business from Ghalasine. Her bronze-and-red armor gleams in tones
Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
component causes the other spell to fail.
Materials
Material
Duration
Vegetable matter
24 hours
Stone or crystal
12 hours
Precious metals
1 hour
Gems
10 minutes
Spells
Player’s Handbook
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Magic Items
Dungeon Master’s Guide
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
Magic Items
Dungeon Master’s Guide
bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
Magic Items
Dungeon Master’s Guide
, as though accustomed to being obeyed.The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and
Magic Items
Dungeon Master’s Guide
composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Monsters
Forgotten Realms: Adventures in Faerûn
glossy black with red fur around its jaws and claws as though stained by the blood it has spilled.
The beast of Malar has a muscular and unnatural appearance no matter its form; whether it resembles a
Ring of X-ray Vision
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid
Creation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material
Duration
Vegetable matter
1 day
Stone or crystal
12 hours
Glibness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
classes
Easily Create and Destroy Matter as a Master Artisan and Arcanist
Some Wizards abandon the limitations set by magic schools and instead focus on the binding force that holds everything together
. These mages spend their efforts weaving and recreating matter from thin air to create art as well as utility. They value the craftsmanship taught by artisans around the world and consider their skills
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)