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Returning 35 results for 'learn spell description not class on tooltip'.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Class Spell Lists If a spell is on a classâs spell list, the classâs name appears in parentheses after the spellâs school of magic. Some features add a spell to a characterâs spell list even if the character isnât a member of a class in the parentheses.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Class Spell Lists If a spell is on a classâs spell list, the classâs name appears in parentheses after the spellâs school of magic. Some features add a spell to a characterâs spell list even if the character isnât a member of a class in the parentheses.
Magic Items
Dungeon Masterâs Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you arenât wearing armor, your base Armor Class is 15 plus
your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Magic Items
Dungeon Masterâs Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
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
Spells
Playerâs Handbook
You touch an object throughout the spellâs casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and
how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spellâs name.
If you instead
Spells
Playerâs Handbook
You touch a willing creature. Until the spell ends, the targetâs skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Spells
Playerâs Handbook
; you learn those facts as they pertain to the spellâs area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DMâs
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
Spells
Playerâs Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a speciesâ description offers, and the creature recalls its former
Spells
Playerâs Handbook
circles. Each circle includes a unique sigil sequenceâa string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
Spells
Playerâs Handbook
Choose a willing creature that you can see within range. Until the spell ends, the targetâs Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Spells
Playerâs Handbook
object in the area that bears the magic, and if an effect was created by a spell, you learn the spellâs school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Magic Items
Dungeon Masterâs Guide
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
Magic Items
Dungeon Masterâs Guide
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armorâs clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Spells
Playerâs Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldnât reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals
Spells
Playerâs Handbook
, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as âa person dressed in the uniform of the town guardâ or &ldquo
destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spellâs duration increases by 48 hours for each spell slot level above 2.
Spells
Playerâs Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
of yourself that belong to creatures that know languages or are telepathic. You donât read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
Spells
Playerâs Handbook
, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other
Spells
Playerâs Handbook
or it recognizes you as an enemy. This spell doesnât return the creatureâs soul to its body, only its animating spirit. Thus, the corpse canât learn new information, doesnât comprehend anything that has happened since it died, and canât speculate about future events.
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
Spells
Playerâs Handbook
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly
inscribes the objectâs name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the objectâs name and crush the
Magic Items
Dungeon Masterâs Guide
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 swordâs demand is met
cast a spell, you canât cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Magic Items
Dungeon Masterâs Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Stone of Greater Absorption;Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a
Magic Items
Dungeon Masterâs Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
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
Spells
Playerâs Handbook
modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creatureâs memory isn
you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the targetâs memory of an event that it
Spells
Playerâs Handbook
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
spell.
âSeen casuallyâ is a place you have seen more than once but with which you arenât very familiar.
âViewed once or describedâ is a place you have seen once, possibly
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from
Magic Items
Out of the Abyss
A spell gem can contain one spell from any classâs spell list. You become aware of the spell when you learn the gemâs properties. While holding the gem, you can cast the spell from it as
an action if you know the spell or if the spell is on your classâs spell list. Doing so doesnât require any components and doesnât require attunement. The spell then disappears from






