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Returning 35 results for 'master spell with only attune for for lock'.
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master spell with only attune for for long
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manner spell with only attire for for lock
Spells
Player’s Handbook
you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when
Spells
Player’s Handbook
held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If the target is
Magic Items
Dungeon Master’s Guide
, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic
Magic Items
Dungeon Master’s Guide
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
Classes
Player’s Handbook
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Eldritch Invocations
Cantrips
Prepared Spells
Spell Slots
Slot Level
1
+2
Eldritch Invocations, Pact Magic
1
2
2
1
1
2
+2
Magical Cunning
3
2
3
2
1
3
+2
Magic Items
Dungeon Master’s Guide
):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself
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
Picture or other likeness
−2
Garment or other possession
−4
Body part, lock of hair, or bit of nail
−10
On a successful save, the target isn’t affected
, and you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
Classes
Player’s Handbook
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Spells
Player’s Handbook
sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Magic Items
Dungeon Master’s Guide
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
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
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Monsters
Eberron: Forge of the Artificer
spellcasting ability (spell save DC 14):
At Will: Alarm, Arcane Lock, Mage Armor (included in AC)
1/Day: Dispel MagicProtective Magic (3/Day). The warden casts Counterspell or Shield in response to the spell
Magic Items
Forgotten Realms: Adventures in Faerûn
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
as that persona when targeted by magic to determine your creature type, alignment, or location.
The type of pin determines its rarity and effects.
Silver Harper Pin. When you attune to this pin, you
Classes
Eberron: Forge of the Artificer
Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your
Artificer levels (round up).
Artificer Features
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Plans Known
Magic Items
Cantrips
Prepared
Feats
Eberron: Forge of the Artificer
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the Arcane Lock spell
each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.
You can also cast these spells using any spell slots you have of the appropriate
Magic Items
Forgotten Realms: Adventures in Faerûn
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Magic Items
Forgotten Realms: Adventures in Faerûn
Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
2 minor beneficial properties
2 minor detrimental properties
Spellcasting. The orb has 6 charges
table from it (+10 spell attack modifier, spell save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Disguise Self
0
Fire
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Monsters
Waterdeep: Dragon Heist
succeed instead.
Master Attuner. Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard.
Sneak Attack (1
spellcasting ability is Charisma (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following
Magic Items
Eberron: Rising from the Last War
This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds
it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn
Magic Items
Tasha’s Cauldron of Everything
This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book’s cover and cause it to lock as if you cast
arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil and good
Knock
Legacy
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Spells
Basic Rules (2014)
target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a
Imp (Familiar Variant)
Legacy
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Monsters
Monster Manual (2014)
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending
Monsters
Waterdeep: Dragon Heist
.
Spellcasting. Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force
6th
Abjurer
Legacy
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Monsters
Volo's Guide to Monsters
Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor
Monsters
Tales from the Yawning Portal
1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
Corrosive Form. A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Form
Monsters
Guildmasters’ Guide to Ravnica
Spellcasting. The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting
"} to hit with spell attacks). The lawmage has the following wizard spells prepared:
Cantrips (at will): fire bolt, friends, light, message
1st level (4 slots): alarm, expeditious retreat, shield
2nd
Monsters
Baldur’s Gate: Descent into Avernus
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Monsters
Guildmasters’ Guide to Ravnica
its next turn.
Innate Spellcasting. The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:
At will
: charm person (as a 3rd-level spell), crown of madness
1/day: dominate person
Magic Resistance. The master has advantage on saving throws against spells and other magical effects.Multiattack. The
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
.
Spellcasting. The Forest Master casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):
At will: druidcraft, fog cloud
Legendary Resistance (2/Day). If the Forest Master fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Forest Master has advantage on saving throws against spells and other
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master
(as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Quests from the Infinite Staircase
one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: Dancing Lights, Mage Hand, Prestidigitation
1/day each: Arcane Lock, Burning Hands, Comprehend
Multiattack. The tower sage makes two Arcane Burst attacks and can use Starry Radiance if available.
Arcane Burst. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit






