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Returning 35 results for 'minor some with only above flames for level'.
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mind some with only above flames for level
minus some with only above flames for level
mind some with only about flukes for level
mind some with only about flaws for level
Spells
Player’s Handbook
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time
(Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam
Monsters
Monster Manual
save DC 16):
At Will: Mage Armor (included in AC), Mage Hand, Minor Illusion 1/Day Each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)Shield (2/Day). The noble casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing2/Day
Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)Poison
Monsters
Monster Manual
damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Minor Illusion, Prestidigitation 1/Day: Tasha's Hideous Laughter (level 3 version)
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
Monsters
Monster Manual
dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Spells
Player’s Handbook
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one
.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Monsters
Monster Manual
, +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
Spells
Player’s Handbook
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Monsters
Monster Manual
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 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 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Monsters
Monster Manual
following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
Magic Items
Dungeon Master’s Guide
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A
, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Spells
Player’s Handbook
, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher
-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10;{"diceNotation":"3d10", "rollType":"roll", "rollAction":"Weight of
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
Cost
Cure Wounds (level 9 version)
4
Daylight
1
Death Ward
2
Detect Magic
0
Scrying (save DC 18)
3
Call Dragons. While you control the orb, you can take a Magic
Magic Items
Dungeon Master’s Guide
;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
, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Minor Telekinesis
Magic Items
Dungeon Master’s Guide
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
minor beneficial properties
2 major beneficial properties
Destroying the Book. The Book of Exalted Deeds can’t be destroyed. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
Feats
Astarion's Book of Hungers
the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.
Grasping Mist. Whenever you cast Fog Cloud, nonmagical flames in the spell’s Sphere are
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Arise, Fog. You
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
Shield
2
Hold Person
1
See Invisibility
1
Summon Dragon (level 9 version)
4
Dragon Transformation. If you swallow the orb, you transform into an adult chromatic dragon under the
Feats
Eberron: Forge of the Artificer
.
Mark of Storm Spells
Spell Level
Spells
1
Feather Fall, Fog Cloud
2
Levitate, Shatter
3
Sleet Storm, Wind Wall
4
Conjure Minor Elementals, Control Water
5
Conjure Elemental
Thunderclap cantrip. When you reach character level 3, you also always have the Gust of Wind spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that
Feats
Eberron: Forge of the Artificer
(Performance) check, you can roll 1d4 and add the number rolled to the ability check.
Shape Shadows. You know the Minor Illusion cantrip. You also always have the Invisibility 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 the appropriate level. Intelligence
Monsters
Princes of the Apocalypse
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* create bonfire,* fire bolt, light, minor illusion
1st level (4
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Monsters
Princes of the Apocalypse
with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* fire bolt, friends, light, minor illusion
1st level (4 slots
Spellcasting. The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
Thaumaturgy
Legacy
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Spells
Basic Rules (2014)
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1
minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point
Flameskull
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is
. The flameskull has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot
Drow Mage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
). The drow has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd
drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks
Bone Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
ability is Intelligence, and it has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, sleep
2nd level (3 slots
Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks) that needs only verbal
Acolyte
Legacy
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Monsters
Basic Rules (2014)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuaryClub. Melee Weapon Attack: +2
Monsters
Princes of the Apocalypse
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
1st level
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
trait from functioning.
Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of
Monsters
Ghosts of Saltmarsh
spell attacks). It knows the following sorcerer spells:
Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): expeditious retreat, magic
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Monsters
Acquisitions Incorporated
following wizard spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): disguise self, Jim's magic missile,* shield, mage armor
2nd level (3
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
Arcanaloth
Legacy
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Monsters
Monster Manual (2014)
. The arcanaloth’s weapon attacks are magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9
","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The arcanaloth has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion
Monsters
Ghosts of Saltmarsh
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, minor illusion, ray of frost
1st level (4 slots): charm person, color spray, magic missile, silent
Spellcasting. Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with






