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                        Returning 16 results for 'spell all conjurer'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Multiattack. The conjurer makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5
                                                
                                            
                                                
                                                     ft. or range 120 ft., one target. Hit: 19 (3d10 + 3);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Spellcasting. The conjurer
                                                
                                            
                                        
                                                    Conjurer
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Spellcasting. The conjurer is a 9th-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). The conjurer has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     four languages
 Challenge 6 (2,300 XP)
 Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer
                                                
                                            
                                                
                                                     elemental*
 *Conjuration spell of 1st level or higher
 Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     attacks.
 Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.
 Spellcasting. The conjurer casts one of the following spells
                                                
                                            
                                                
                                                    )
 Challenge 1/4 (50 XP) Proficiency Bonus +2
 Actions
 Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.
 Spellcasting. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    School of Conjuration As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight
                                                
                                            
                                                
                                                     when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. Minor Conjuration Starting at 2nd level when you select this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    47. Devil on the Loose A conjurer named Yarek summoned a bone devil in area 48 and promised to set it free on the condition that it kill his nemesis, Skrianna Shadowdusk. The bone devil agreed. After
                                                
                                            
                                                
                                                    , and the greater wards placed on Undermountain by Halaster prevent it from getting away by plane shifting. Before he died, Yarek used a sending spell to warn the headmaster about the escaped devil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
                                                
                                            
                                                
                                                     Frightened condition until the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage.  Reactions
 Spell Reflection. Trigger: The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     to a polite round of applause from the rest of the party after a particularly well-crafted spell.
 — Jim Darkmagic
 
 THE MAGIC OF MONEY
 Eldritch Utility Though wizard encompasses a single class
                                                
                                            
                                                
                                                     to be reminded of the simple yet devastating majesty of a fireball spell. Well, they don’t need to be reminded more than once. Nightmare Magic Your use of magic is always clean and precise. Still
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     reserve some spell slots before the rest of the party has been made sufficiently invulnerable? Hey, that’s what potions are for. Conjuration The ability to make something from nothing is the greatest
                                                
                                            
                                                
                                                     business plan ever developed — and that plan has your name all over it. As a conjurer, your utility to your franchise knows no bounds, whether you’re creating the right tool for the job, summoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     planar manifestation of trade itself, the Trade Master appears as a bariaur wanderer (see Morte’s Planar Parade) who can cast the gate spell at will, requiring no material components. Entrants must barter
                                                
                                            
                                                
                                                     The Outlands’ most renowned cartographer is Melvin Manyroads, an energetic conjurer (chaotic good, gnome mage) who dwells in a turquoise tower with a marigold roof. Peppy and loquacious, he roams the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
                                                
                                            
                                                
                                                     in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ice. The arched ceiling is covered with icicles.
 This chamber is lit by a permanent dancing lights spell that can be dispelled (DC 17). Characters who succeed on a DC 10 Wisdom (Perception) check spot
                                                
                                            
                                                
                                                     light.
 A detect magic spell cast here reveals an aura of illusion magic. This magic makes the eyes carved into the tower appear to follow those who approach the structure. Characters who enter the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     are six spell scrolls (three of detect magic, two of comprehend languages, and one of greater restoration). Also inside is a bottle of ink and an ink pen with fifteen sheets of parchment. Glyph Key
                                                
                                            
                                                
                                                     1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     shines from its highest window.
 A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
                                                
                                            
                                                
                                                     table is a doppelganger named Xerophon. It has been rendered invisible and placed in a state of suspended animation by a sequester spell. The spell can be dispelled (DC 17), which renders Xerophon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . The air seems to hum with pent-up power.
 Soon after the characters enter this area, an entity called Everlast makes its presence known. Everlast is a living spell bound to the spire. It can
                                                
                                            
                                                
                                                     Strength check. A living blade of disaster is a powerful, annihilating spell given a will of its own. Y19k. Dome The following boxed text assumes that the characters arrive by moving up the shaft from
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        






