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Returning 35 results for 'matter spell with only adopt far for led'.
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Spells
Player’s Handbook
component causes the other spell to fail.
Materials
Material
Duration
Vegetable matter
24 hours
Stone or crystal
12 hours
Precious metals
1 hour
Gems
10 minutes
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
Spells
Player’s Handbook
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Spells
Player’s Handbook
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a
destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Spells
Player’s Handbook
immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spells
Player’s Handbook
heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
Magic Items
Dungeon Master’s Guide
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole
Classes
Player’s Handbook
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
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
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spells
Player’s Handbook
the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
Classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Magic Items
Dungeon Master’s Guide
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
Magic Items
Dungeon Master’s Guide
composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter
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
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
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
Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
Monsters
Forgotten Realms: Adventures in Faerûn
. Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21, +13;{"diceNotation":"1d20+13", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Monsters
Forgotten Realms: Adventures in Faerûn
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
Magic Items
Forgotten Realms: Adventures in Faerûn
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
have the Frightened condition. A Frightened target must use its movement on its turns to get as far away as possible from you, moving by the safest route.
If you damage a Frightened target or if a
Monsters
Astarion's Book of Hungers
"} Piercing damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage and the creature loses its highest-level available spell slot
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
Monsters
Phandelver and Below: The Shattered Obelisk
encephalon cluster in a matter of days, at which point it begins producing its own gemmules.
Encephalons
When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a
Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches maturity, it is ejected from the mass as an
Monsters
Planescape: Adventures in the Multiverse
Multiattack. The matter smith makes two Manifested Force attacks.
Manifested Force. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Manifested Force"} to
. The matter smith casts one of the following spells, using Charisma as the spellcasting ability:
At will: mage armor, mage hand, prestidigitation
1/day each: create food and water, fabricate (as an
Monsters
Icewind Dale: Rime of the Frostmaiden
its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to
Monsters
Curse of Strahd
caster's spell save DC or become unconscious for 1 minute.
Innate Spellcasting. The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following
best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature
Cube of Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
, and ceilings can pass through at your discretion.
3
3
Living matter can't pass through the barrier.
4
4
Spell effects can't pass through the barrier.
5
5
Nothing can pass through
long as the barrier remains.
Face
Charges
Effect
1
1
Gases, wind, and fog can't pass through the barrier.
2
2
Nonliving matter can't pass through the barrier. Walls, floors
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half
his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning
, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar.
— Richard Baker, Swordmage
Whether
Creation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material
Duration
Vegetable matter
1 day
Stone or crystal
12 hours
Sphere of Annihilation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that
Glibness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Magic Items
Acquisitions Incorporated
use this feature of the far gear, it cannot be used again until the next dawn.
Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1
chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you
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
Planescape: Adventures in the Multiverse
"} psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: mage hand
portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.Matter Manipulation (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Matter
Monsters
Curse of Strahd
spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.Multiattack. The broom makes two melee
simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep






