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Returning 35 results for 'mental eye mastery spell'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook
. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Boon of Spell Mastery Choose one 1st-level sorcerer, warlock, or wizard spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.
Magic Items
Dungeon Master’s Guide
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
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Monsters
Monster Manual
Multiattack. The spectator uses Eye Rays twice.
Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can see within 90
Spells
Player’s Handbook
enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or
Feats
Player’s Handbook
roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
Repeatable. You can take this feat more than once, but you must choose a different damage type each time for Energy Mastery.
maximum of 20.
Energy Mastery. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you
Monsters
Monster Manual
150-foot Cone. Until the start of the beholder’s next turn, that area acts as an Antimagic Field spell, and that area works against the beholder’s own Eye Rays.
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Classes
Player’s Handbook
proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of
strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Monks find that a
Magic Items
Dungeon Master’s 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 sword’s demand is met
cast a spell, you can’t 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
Monsters
Monster Manual
following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):
2/Day Each: Arcane Eye, Detect Magic, Locate Object 1/Day: Legend LorePortent (Recharge
Magic Items
Dungeon Master’s 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
Classes
Player’s Handbook
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
;
—
—
4
+2
Ability Score Improvement
4
7
4
3
—
—
—
—
—
—
—
5
+3
Memorize Spell
4
9
4
3
2
—
—
&mdash
Classes
Player’s Handbook
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Classes
Player’s Handbook
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
.
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
Classes
Player’s Handbook
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Spells
Player’s Handbook
modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
Monsters
Eberron: Forge of the Artificer
Multiattack. The inquisitive makes three Crooked Staff attacks. It can replace one attack with a use of Inquisitive Eye.
Crooked Staff. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to
", "rollAction":"Crooked Staff", "rollDamageType":"Radiant"} Radiant damage.
Inquisitive Eye. Wisdom Saving Throw: DC 13, one creature the inquisitive can see within 60 feet. Failure: 10 (3d6);{"diceNotation
Monsters
Ravenloft: The Horrors Within
":"Radiant Burst", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The wanderer casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At Will
those who research their ways or the secrets of the Mists, are the most adept of such domain explorers.Evil Eye (1/Day). The wanderer casts Hold Person, using the same spellcasting ability as Spellcasting.
Monsters
Ravenloft: The Horrors Within
spells, using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Domain). Immediately after another creature’s turn, Hazlik can expend a
Feats
Eberron: Forge of the Artificer
spell list.
Mark of Detection Spells
Spell Level
Spells
1
Detect Evil and Good, Identify
2
Detect Thoughts, Find Traps
3
Clairvoyance, Nondetection
4
Arcane Eye, Divination
5
Legend Lore
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
Monsters
Ravenloft: The Horrors Within
.
Spellcasting. Lorinda casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14, +6;{"diceNotation":"1d20+6", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Charm Person, Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and Lorinda leaves no tracks while
Feats
Eberron: Forge of the Artificer
feature’s spell list.
Mark of Scribing Spells
Spell Level
Spells
1
Command, Illusory Script
2
Animal Messenger, Silence
3
Sending, Tongues
4
Arcane Eye, Confusion
5
Dream
Languages spell prepared. You can cast it 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 it using any spell slots you have of
Monsters
Ravenloft: The Horrors Within
inquisitor’s next turn.
Spellcasting. The inquisitor casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):
At Will
fire of thought that blazes within each person’s mind. Inquisitors of this order use their psychic powers to read thoughts, reshape memories, and dominate the recalcitrant. They represent their order with the symbol of a burning eye.
Monsters
Ravenloft: The Horrors Within
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Light, Mage Hand
1/Day Each: Dispel Evil and Good, Lightning Bolt
, Magic CircleShield (3/Day). Ez casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.Ez d’Avenir first encountered monsters among her