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Returning 35 results for 'shaping spell'.
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Monsters
Planescape: Adventures in the Multiverse
":"3d6", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"psychic"} psychic damage.
Psychic Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction
;Cast a Spell, or Dash. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"psychic"} psychic damage.
Psychic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"spell", "rollAction":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3
, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):
At will: dispel magic, levitate (self only), mage hand (the hand is invisible), see invisibility
1/day each
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
flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
through brute strength, insults, and superstition.
Iron Token
An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: command, dispel magic, hold monster
1/day: feeblemind
Warp Creature. The sibriex targets up to three
regains spent legendary actions at the start of its turn.
Cast a Spell. The sibriex uses Spellcasting.
Spray Bile. The sibriex uses Squirt Bile.
Warp (Costs 2 Actions). The sibriex uses Warp
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, guidance
1/day
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult crystal dragon convinces a druid to cast the awaken spell on creatures around the
Monsters
Fizban's Treasury of Dragons
successful save, the creature takes half as much damage and isn’t incapacitated.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
Intelligence as the spellcasting ability (spell save DC 20):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleportThe dragon can take 3 legendary actions, choosing from
Monsters
Fizban's Treasury of Dragons
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: dancing lights, guidance
1/day each
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Monsters
Fizban's Treasury of Dragons
creature takes half as much damage and isn’t incapacitated.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the
spellcasting ability (spell save DC 17):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesisThe dragon can take 3 legendary actions, choosing from the options below. Only one
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.
Armed with the artifact, the prince returned to the
If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.
Travel the
Spells
Elemental Evil Player's Companion
appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become
difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scholars of the Arcane Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. 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 clump of exotic materials, these surface components barely
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scholars of the Arcane Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. 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 clump of exotic materials, these surface components barely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns
already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
up to 5 feet away. This movement doesn’t involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping
already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
awesome powers of the Deck of Many Things have given it a reputation as a game breaker. An encounter with the deck can spell the end of an otherwise successful campaign, as the DM’s carefully prepared
to your campaign, shaping it to fit your needs and the tastes of your players. You can stack the deck with low-level effects that prompt roleplaying instead of mechanical changes or create a deck that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, dangerous wildernesses, or the Underdark. 2 A curse from a powerful hag, vengeful witch, or strange Artifact. 3 An experiment by an aboleth, a mind flayer, or another life-shaping magic-user. 4 A magical
damage.
Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.
Bonus Actions
Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe
related to blacksmithing, brewing, and stonemasonry. Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The
the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon’s psionic energy enhances the mental powers of other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, boldly proclaim, or hiss the mystic syllables of the spell. Somatic components involve the monster moving its hands (or similar appendages) in graceful patterns, shaping them into angular positions, or
against a Fire Elemental (a creature that has Immunity to Fire damage), let the players know the spell doesn’t seem to bother the creature at all. Players might correctly guess that a creature made of fire
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag
each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each: disguise self (including the form of a Medium Humanoid), fog cloud
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. Variant: Flesh Warping Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a
save is immune to this sibriex’s Contamination for 24 hours.
Innate Spellcasting. The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
power and an agent of divine will. A champion’s role is to act as the god’s eyes and hands, upholding the deity’s ideals and shaping the world to conform to those ideals. In return for the gods’ divine
the god wants them to be. In extreme instances, the god might place a magical command on the character, similar to a geas spell. God-Based Campaigns Each god’s entry in this chapter explores the themes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the
spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 3 version)
1/Day: Geas
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
-shaping they provide. Sibriex
Huge Fiend (Demon), Typically Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 0 ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
Dexterity saving throw or take 31 (9d6) acid damage.
Spellcasting. The sibriex casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
spell on creatures around the dragon’s lair, so the dragon will never want for conversation.
2 A family of yetis seized an adult crystal dragon’s lair and hoard, and the dragon seeks help to
avalanches that threaten nearby villages.
5 An adult crystal dragon enjoys shaping the ice and snow near a den of trolls into a labyrinth and watching the trolls try to make their way through it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
in the Monster Manual) has a challenge rating of 8 (3,900 XP). IRON TOKEN
An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin
Languages Common, Giant, Sylvan
Challenge 6 (2,300 XP)
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
that you maintain your association with it throughout your life. As a result, your choice of guild can play a more significant role than most backgrounds do in shaping what your character does now
add to your spell list if you’re a member of a spellcasting class. Guild Spells The spellcasters of Ravnica’s guilds have a style of magic specific to their guild. A guild’s description includes a list
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the skulls in his collection and draw on their shared knowledge. For a fee, Lothar can cast the speak with dead spell on any of his skulls, asking questions on the clients’ behalf. He also trades and
so on. Some psychic regulars exert their mental will over the chaotic glob, shaping it into objects, creatures, or sensory phenomena for the amusement of other patrons. Rumor has it that the blob can
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
within an apparatus of Kwalish or similar device), that creature can attempt a DC 15 Intelligence (Arcana) check to open the archway. Treat this as if the character had cast the gate spell to open a gate
gp each). A thorough search of the levels of the temple above the ooze also turns up the following: Spell scrolls of animate dead, flock of familiars (see appendix E), and greater restoration. One of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
successful DC 25 Strength (Athletics) check to force the doors open. A knock spell disrupts the magic briefly, lowering the check DC to 15 for 1 minute. Glyph Keys. The wight and the deathlock wight each have
someone touches the glyphs, the pillars flicker. It takes a successful DC 10 Intelligence (Arcana) check to understand exactly how the glyphs function. A detect magic spell shows that the abjuration aura
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
daelkyr. The daelkyr are masters of flesh-shaping, and they altered existing life forms—often beyond recognition—to create soldiers for their wars against the peoples of Khorvaire. When a character
any means short of a wish spell. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
be ended before that time for any character with a dispel magic spell (DC 20). Bagpipe-Activated Doors. Once the dwarf with bagpipes has identified the caravan properly, they play the song of the day
shaping a massive mosaic. Not far from the dwarves is a large metallic construct with a terrifying number of appendages ending in blades and saws. It is thankfully unmoving.
A female dwarf with sharp






