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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
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
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
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
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
Spells
Player’s Handbook
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a
Spells
Player’s Handbook
nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can
transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Magic Items
Dungeon Master’s Guide
Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
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
Spells
Player’s Handbook
the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
Monsters
Planescape: Adventures in the Multiverse
Multiattack. The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell
"} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Spell Attack: +11;{"diceNotation":"1d20+11", "rollType":"spell", "rollAction":"Elemental Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (2d10 + 7) acid;{"diceNotation":"2d10+7
material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
spellcasting ability is Charisma (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.
Necrotic Bolt. Ranged Spell Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 29 (5d8 + 7
(spell save DC 23):
At will: detect magic
3/day: dispel magic
1/day: time stop
Wand Spellcasting. While holding the Wand of Orcus, Orcus casts one of the following spells (spell save DC 18), some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal them into legions.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
when a greater fiendish power commands it.
Individually, nupperibos are weak, but they’re rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirge;stirges
(see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
A nupperibo knows nothing but the desire to destroy non-Fiends
Monsters
Van Richten’s Guide to Ravenloft
turn.
Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: arcane eye
psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: friends, minor illusion
1/day each: enthrall, Nystul's magic auraHigh fae impostors are sly and
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
Monsters
Quests from the Infinite Staircase
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: Mending (as an action), Prestidigitation
2/day each: Invisibility
roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
Monsters
Van Richten’s Guide to Ravenloft
following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 15):
At will: detect magic, detect thoughts, dispel magic, sending
1/day each: dimension door, fly
person.
Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind
Monsters
Acquisitions Incorporated
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following
Monsters
Curse of Strahd
Spellcasting. Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). Madam Eva has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection
Monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
Monsters
Eberron: Rising from the Last War
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.
Fallen Angels. The insatiable
Monsters
The Book of Many Things
under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
11, +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the spellcasting ability (spell save DC 21):
At will: alter self, major image, nondetection, sending, suggestion
3/day each: mislead, modify memory
Teleport. Titivilus teleports, along with any
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
Monsters
Fizban's Treasury of Dragons
themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the
a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Monsters
Van Richten’s Guide to Ravenloft
Multiattack. The inquisitor attacks twice.
Force Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Force Bolt"} to hit, range 120 ft., one target. Hit: 22 (4d8
(Psionics). The inquisitor casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic
Monsters
The Wild Beyond the Witchlight
to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Power","rollDamageType":"force"} force damage.
Freezing Ray. Ranged Spell Attack: +8;{"diceNotation":"1d20+8
person, detect magic, sleep
1/day each: banishment, dispel magic, fly, knock
Staff Spell. While holding his staff of power, Ringlerun can expend 1 or more of its charges to cast one of the following






