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Returning 35 results for 'is ring from power spell the day'.
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is range from power spell the day
Magic Items
Dungeon Master’s Guide
stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any
Magic Items
Dungeon Master’s Guide
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Ring of Spell Turning
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level
or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Spell Storing Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Spell Turning Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower
, the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Spell Turning Ring, legendary (requires attunement) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In
addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Spell Turning Ring, legendary (requires attunement) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In
addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Spell Turning Ring, Legendary (Requires Attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower
, the spell has no effect on you. If that spell targeted only you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Spell Storing Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has
Magic Items
Dungeon Master’s Guide
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
Magic Items
Dungeon Master’s Guide
regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
, as shown in the following table. The table indicates how many charges you must expend to cast the spell, which has a save DC of 18.
Plane
Spells (Charges)
Ring of Elemental Command
Monsters
Monster Manual
Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, ScryingProtective Magic. The lich casts Counterspell or Shield
Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.
Spirit Jar. If destroyed, the lich reforms in 1d10;{"diceNotation":"1d10
Monsters
Monster Manual
. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word StunPoisonCold, Fire, Lightning
Magic Items
Dungeon Master’s Guide
, the suggestion power of the crystal ball can’t be used again until the next dawn.
Crystal Ball of True Seeing. While scrying with the crystal ball, you have Truesight with a radius of 120 feet centered on the spell’s sensor.
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.
The following crystal ball variants are legendary
Spells
Player’s Handbook
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
Magic Items
Dungeon Master’s Guide
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A
table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem
Spells
Player’s Handbook
A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
Monsters
Monster Manual
in response to the spell’s trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.Psi-Powered Leap (2/Day). The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting.
Strike", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Spells
Player’s Handbook
events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by plant
.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Magic Items
Dungeon Master’s Guide
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
Spells
Player’s Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
Monsters
Monster Manual
spell attacks):
At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold PersonSpiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with
Monsters
Monster Manual
: Mage Hand (the hand is Invisible) 1/Day: See InvisibilityPsionic Defense (2/Day). The githzerai casts Feather Fall or Shield in response to the spell’s trigger, requiring no spell components and
using the same spellcasting ability as Spellcasting.Psi-Powered Leap (2/Day). The githzerai casts Jump, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
version), Mind Blank (cast before combat), Scrying, TeleportProtective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Monsters
Monster Manual
the spellcasting ability (spell save DC 12):
At Will: Mage Hand (the hand is Invisible), Minor Illusion 2/Day: Mind SpikePsionic Defense (3/Day). The quaggoth casts Feather Fall or Shield in response
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The quaggoth casts one of the following spells, requiring no spell components and using Wisdom as
Monsters
Monster Manual
spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand (the hand is Invisible) 2/Day Each: Nondetection (self only), Tongues 1
/Day Each: Plane Shift, TelekinesisMisty Step (2/Day). The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version
), Invisibility 1/Day Each: Cone of Cold, FlyProtective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Hand (the hand is Invisible) 2/Day: Nondetection (self only)Misty Step (2/Day). The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.
", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
At Will: Mage
Monsters
Monster Manual
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Elementalism, Gust of Wind, Mage Hand, Message1/Day: Lightning BoltFeather Fall (1/Day). The
aarakocra casts Feather Fall in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
save DC 16):
At Will: Mage Armor (included in AC), Mage Hand, Minor Illusion 1/Day Each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)Shield (2/Day). The noble casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
condition until the start of the noble’s next turn.
Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell
Monsters
Monster Manual
spellcasting ability (spell save DC 18, +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Mage Hand (the hand is Invisible) 2/Day
Each: Nondetection (self only), Plane Shift, TonguesMisty Step (3/Day). The githyanki casts Misty Step, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Hit Points required to maintain the spell)1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, SleepPsychic, RadiantBludgeoning, Piercing, SlashingDivine Aid (2/Day). The couatl
it has the Restrained condition until the grapple ends.
Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell






