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Returning 35 results for 'slot all certain'.
Spells
Player’s Handbook
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
death. Should you issue a suicidal command, the spell ends.
A Remove Curse,Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
Spells
Player’s Handbook
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Spells
Player’s Handbook
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Feats
Ravenloft: The Horrors Within
Alter Self without a spell slot using this feature, it doesn’t require Concentration.
Involuntary Change. Certain circumstances can involuntarily trigger your transformation. When you select this
.
Alternate Form. You always have the Alter Self spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can
Feats
Dungeon Masters: Arcana Unleashed Play-Along Pack
maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Transmutation Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Magical Augmentation. On your turn when you cast a spell from the Transmutation school using a spell slot, your Speed increases
Spells
Arcana Unleashed
, Triceratops, or Tyrannosaur. The creature resembles a dinosaur of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
action required by you). If you don’t issue any, the creature takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for
Spells
Arcana Unleashed
, or Vine. The creature resembles a plant of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat
Spells
Arcana Unleashed
uses the Battle Familiar stat block. When you cast this spell, choose the Brute, Flyer, or Stalker form. The choice determines certain details in the stat block.
Combat. The familiar is an ally to you
ends.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Monsters
Acquisitions Incorporated
2nd level (3 slots): gift of gab,* misty step, suggestion
3rd level (3 slots): fast friends,* fly, lightning bolt
4th level (3 slots): greater invisibility
5th level (1 slot): cone of cold
*New spell
certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head
Magic Items
Fizban's Treasury of Dragons
. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage
rolls.
Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
Metallic. When a creature you can see within 30 feet of
Glyph of Warding
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Spells
Basic Rules (2014)
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Abjuration Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Protective Ward. When you cast a spell from the Abjuration school using a spell slot, you or one creature you can see within
feats
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Necromancy Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Life Manipulation. When you cast a spell from the Necromancy school using a spell slot, you can immediately roll up to two
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Necromancy Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Life Manipulation. When you cast a spell from the Necromancy school using a spell slot, you can immediately roll up to two
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Transmutation Adept Spells table
, you thereafter always have the spells listed for that level and lower prepared.
Magical Augmentation. On your turn when you cast a spell from the Transmutation school using a spell slot, your Speed
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Illusion Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Masterful Illusions. When you cast a spell from the Illusion school using a spell slot, you can cast it without any Verbal
feats
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Illusion Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Masterful Illusions. When you cast a spell from the Illusion school using a spell slot, you can cast it without any Verbal
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Abjuration Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Protective Ward. When you cast a spell from the Abjuration school using a spell slot, you or one creature you can see within
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Abjuration Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Protective Ward. When you cast a spell from the Abjuration school using a spell slot, you or one creature you can see within
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Necromancy Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Life Manipulation. When you cast a spell from the Necromancy school using a spell slot, you can immediately roll up to two
Conjure Woodland Beings
Legacy
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Spells
Basic Rules (2014)
the creatures' statistics. You can see some sample creatures below.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above
, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Sample Creatures
CR
Creature
1/4
Blink Dog, Sprite
1/2
Satyr
1
Dryad
2
Sea Hag
Geas
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Spells
Basic Rules (2014)
result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also
ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Spells
Acquisitions Incorporated
throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends
.
When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjure Minor Elementals
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Spells
Basic Rules (2014)
the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many
with a 6th-level slot and three times as many with an 8th-level slot.
Sample Elementals
CR
Monster
1/4
Steam Mephit
1/2
Dust Mephit, Ice Mephit, Magma Mephit, Magmin
2
Azer, Gargoyle
feats
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Enchantment Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Subtle Enchantments. When you cast a spell from the Enchantment school using a spell slot, you can cast it without any
, to a maximum of 20.
Additional Spells. Your prowess allows you to always have certain spells at the ready. When you have spell slots of a level specified in the Enchantment Adept Spells table, you
thereafter always have the spells listed for that level and lower prepared.
Subtle Enchantments. When you cast a spell from the Enchantment school using a spell slot, you can cast it without any