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                        Returning 35 results for 'specified all casting'.
                    
                
                        
                            
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                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Initiating a Circle Spell
You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâre using for this casting; you must also meet any
                                                
                                            
                                                
                                                     of the other requirements described in that optionâs text. Until the Circle spellâs casting is complete, you must maintain Concentration on the spell.
If a Reaction would trigger when a
                                                
                                            
                                        
                                                    Initiating a Circle Spell
You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâre using for this casting; you must also meet any
                                                
                                            
                                                
                                                     of the other requirements described in that optionâs text. Until the Circle spellâs casting is complete, you must maintain Concentration on the spell.
If a Reaction would trigger when a
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Initiating a Circle Spell
You take a Magic action to initiate casting a Circle spell. When you do so, choose which Circle casting option youâre using for this casting; you must also meet any
                                                
                                            
                                                
                                                     of the other requirements described in that optionâs text. Until the Circle spellâs casting is complete, you must maintain Concentration on the spell.
If a Reaction would trigger when a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also chapter 7 (âCasting Spellsâ).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     specified. Some classes allow its members to use certain types of Spellcasting Focuses. See also âSpellsâ (âCasting Spellsâ).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
                                                
                                            
                                                
                                                     component entry. A character can use a component pouch or a spellcasting focus (found in âEquipmentâ) in place of the components specified for a spell. But if a cost is indicated for a component, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     spell produces a noticeable effect. But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a
                                                
                                            
                                                
                                                     spell must involve a verbal, somatic, or material component. The form of a material component doesnât matter for the purposes of perception, whether itâs an object specified in the spellâs description
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Concentration Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effectâs creator loses Concentration, the effect ends. If the effect has
                                                
                                            
                                                
                                                     action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Concentration Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effectâs creator loses Concentration, the effect ends. If the effect has
                                                
                                            
                                                
                                                     action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Sorcerer Subclass A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Draconic Sorcery subclass
                                                
                                            
                                                
                                                     you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.  Draconic Spells   Sorcerer Level Spells   3 Alter Self, Chromatic Orb
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     used in a spellâs casting, as specified in parentheses in the Components entry. These materials arenât consumed by the spell unless the spellâs description states otherwise. The spellcaster must have a
                                                
                                            
                                                
                                                     Component Pouch (see chapter 6) instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     hands to perform these movements. Material (M) A Material component is a particular material used in a spellâs casting, as specified in parentheses in the Components entry. These materials arenât
                                                
                                            
                                                
                                                     spell doesnât consume its materials and doesnât specify a cost for them, a spellcaster can use a Component Pouch (see âEquipmentâ) instead of providing the materials specified in the spell, or the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
                                                
                                            
                                                
                                                     to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Magic Circle Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute
 Range: 10 feet
 Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes
                                                
                                            
                                                
                                                     creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Antipathy/Sympathy 8th-level enchantment Casting Time: 1 hour Range: 60 feet Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy
                                                
                                            
                                                
                                                    -foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Antipathy/Sympathy 8th-level enchantment Casting Time: 1 hour Range: 60 feet Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy
                                                
                                            
                                                
                                                    -foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
                                                
                                            
                                                
                                                     to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Magic Circle Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute
 Range: 10 feet
 Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes
                                                
                                            
                                                
                                                     creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
                                                
                                            
                                                
                                                    . Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A
                                                
                                            
                                                
                                                     Short Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage An interrupted Short Rest confers no benefits.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
 Range: 30 feet
 Components: V, S, M (a morsel of food)
 Duration: 24 hours
 A Tiny Beast of your choice
                                                
                                            
                                                
                                                     communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Animal Messenger Level 2 Enchantment (Bard, Druid, Ranger) Casting Time: Action or Ritual
 Range: 30 feet
 Components: V, S, M (a morsel of food)
 Duration: 24 hours
 A Tiny Beast of your choice
                                                
                                            
                                                
                                                     communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Animal Messenger 2nd-level enchantment (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours By means of this spell, you use an animal to deliver a
                                                
                                            
                                                
                                                     duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Hit Point Die after each roll. Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description. Interrupting the Rest. A
                                                
                                            
                                                
                                                     Short Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage An interrupted Short Rest confers no benefits.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Animal Messenger 2nd-level enchantment (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours By means of this spell, you use an animal to deliver a
                                                
                                            
                                                
                                                     duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Exhaustion condition, its level decreases by 1. Special Feature. Some features are recharged by a Long Rest. If you have such a feature, it recharges in the way specified in its description
                                                
                                            
                                                
                                                    . Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     from limestone. Chamber ceilings are 20 feet high, while hallway ceilings are 10 feet high. Doors are wooden and unlocked unless otherwise specified; some must be opened by special means. The complexâs
                                                
                                            
                                                
                                                     look like solid walls. These hidden doors are detectable by touch, and creatures with truesight see the doors as if they werenât hidden. Casting Dispel Magic on a hidden door permanently removes the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     version, or are they the same? To cast the ritual version of a spell you know, you need a feature, such as Ritual Casting, that gives you the ability to cast the spell as a ritual. You donât need to
                                                
                                            
                                                
                                                     suddenly do something you didnât intend. Certain spells are more subtle, yet you become aware of the spell at a time specified in the spellâs description. Charm person and detect thoughts are examples of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
                                                
                                            
                                                
                                                     component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5, âEquipmentâ) in place of the components specified for a spell. But if a cost is indicated for a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     their foes. A few other events specified in the adventure can raise or lower the alert level. Dread Warriors Szass Tam devised the ritual that enables the creation of dread warriors (described in
                                                
                                            
                                                
                                                    , the warriorâs eyes glow with pale light. If someone casts counterspell or dispel magic on the dread warrior during this time, and successfully dispels a 5th-level spell, Varâs connection is suppressed for 1 minute. Preemptively casting dispel magic on a dread warrior can have the same effect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Sorcerer Subclasses A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Aberrant Sorcery, Clockwork
                                                
                                            
                                                
                                                     reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
   Psionic Spells    Sorcerer Level Spells 
     3  Arms of Hadar, Calm Emotions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Warlock Subclasses A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Archfey Patron, Celestial Patron
                                                
                                            
                                                
                                                     have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
   Archfey Spells    Warlock Level Spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Paladin Subclasses A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass. This section presents the Oath of Devotion, Oath of Glory
                                                
                                            
                                                
                                                    .  Level 3: Oath of Devotion Spells The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Sorcerer Class Features As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.  Sorcerer Features
                                                
                                            
                                                
                                                     the new rolls. You can use Empowered Spell even if youâve already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point When you cast a spell that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Sorcerer Class Features As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.  Sorcerer Features
                                                
                                            
                                                
                                                     use Empowered Spell even if youâve already used a different Metamagic option during the casting of the spell. Extended Spell Cost: 1 Sorcery Point When you cast a spell that has a duration of 1
                                                
                                            
                                        






