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Returning 35 results for 'magic stored with only also fighting for level'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 1: Tinker’s Magic You know the Mending cantrip. As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 10: Magic Item Adept You can now attune to up to four magic items at once.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Items Awarded by Level The Magic Items Awarded by Level table shows the number of magic items a D&D party typically gains during a campaign, totaling one hundred magic items by level 20. The
it. An adventure usually can include a number of items that’s 25 percent higher than the number in the Magic Items Awarded by Level table (round up). For example, an adventure designed to take
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 6: Magic Item Tinker Your Replicate Magic Item feature gains the following options. Charge Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created
with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended. Drain Magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 2: Replicate Magic Item You have learned arcane plans that you use to make magic items. Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer
Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 18: Magic Item Master You can now attune to up to six magic items at once.
Monsters
Monster Manual
cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian
. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell
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
spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Magic Items
Dungeon Master’s Guide
them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through
level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC
Equipment
A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting
Focus.
Druidic Focuses
Focus
Weight
Cost
Sprig of mistletoe
—
1 GP
Wooden staff (also a Quarterstaff)
4 lb.
5 GP
Yew wand
1 lb.
10 GP
Equipment
An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus
.
Arcane Focuses
Focus
Weight
Cost
Crystal
1 lb.
10 GP
Orb
3 lb.
20 GP
Rod
2 lb.
10 GP
Staff (also a Quarterstaff)
4 lb.
5 GP
Wand
1 lb.
10 GP
Spells
Player’s Handbook
its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends
Spells
Player’s Handbook
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz
. 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
Spells
Player’s Handbook
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
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
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
Magic Items
Dungeon Master’s Guide
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Magic Items
Dungeon Master’s Guide
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three
command words, each requiring a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat
Magic Items
Dungeon Master’s Guide
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
Magic Items
Dungeon Master’s Guide
When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.
Species
Player’s Handbook
propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like
Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.
Gnomes are petite folk with
Monsters
Monster Manual
Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
Magic Items
Dungeon Master’s Guide
This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level
Magic Items
Dungeon Master’s Guide
a horseshoe also takes a Magic action.
While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell
’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.
Monsters
Monster Manual
spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), ScryingLegendary Action Uses: 3 (4 in Lair). Immediately after
use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 19 (2d8 + 10
Monsters
Monster Manual
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
Magic Items
Dungeon Master’s Guide
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation
Spells
Player’s Handbook
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or
viewed remotely with magic.
If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air
Spells
Player’s Handbook
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires






