Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'pinch augment and his cast'.
Other Suggestions:
prince agent and his cast
prince augments and his cast
prince argument and his cast
poach agent and his cast
poach augments and his cast
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
Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull lashers are spellcasters who use magic to augment their combat
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Longstrider 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the
spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Longstrider 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the
spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Longstrider 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the
spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Longstrider 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the
spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Passwall Level 5 Transmutation (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point that you can see on a
passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flame Strike 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous A vertical column of divine fire roars down from the heavens in a
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the
damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Passwall 5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point of your choice that you can see on a
deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Passwall 5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point of your choice that you can see on a
deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous A vertical column of divine fire roars down from the heavens in a
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Passwall Level 5 Transmutation (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point that you can see on a
passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the
damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Catnap 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: S, M (a pinch of sand) Duration: 10 minutes You make a calming gesture, and up to three willing creatures of your choice
unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feign Death 3rd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 1 hour You touch a willing creature and put it into a
or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Passwall 5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point of your choice that you can see on a
deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Passwall 5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point of your choice that you can see on a
deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flame Strike 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous A vertical column of divine fire roars down from the heavens in a
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the
damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous A vertical column of divine fire roars down from the heavens in a
damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the
damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Catnap 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: S, M (a pinch of sand) Duration: 10 minutes You make a calming gesture, and up to three willing creatures of your choice
unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feign Death 3rd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 1 hour You touch a willing creature and put it into a
or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Passwall Level 5 Transmutation (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of sesame seeds)
Duration: 1 hour
A passage appears at a point that you can see on a
passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Disintegrate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green ray springs from your pointing
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dust Devil 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you
-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dust Devil 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you
-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical
cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.