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Returning 35 results for 'spell fits'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the spellcasting ability (spell save DC 15):
At will: light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser
choose one that fits your campaign.
War Priest Holy Symbols
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Holy Symbol"}
Holy Symbol
1
Vial of iridescent liquid
2
Magic Items
Eberron: Rising from the Last War
This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320 pages long. A shard can be
concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard
Spells
Elemental Evil Player's Companion
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the
, provided that there are no creatures in it. The water unfreezes in 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.
Spells
Elemental Evil Player's Companion
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one
flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Magic Items
Waterdeep: Dragon Heist
The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
Random Properties. The
legend lore spell.
By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can’t lie to you, but the information it
Spells
Elemental Evil Player's Companion
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you
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
Spells
Elemental Evil Player's Companion
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any
sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Innate Spellcasting. Fraz-Urb’luu’s spellcasting ability is Charisma (spell save DC 23). Fraz-Urb’luu can innately cast the following spells, requiring no material components:
At
none.
Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu
Hideous Laughter
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving
it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Tasha's Hideous Laughter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving
time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
magic-items
and are prone to fits of anger. In return, you gain the following benefits:
You gain a +1 bonus to attack rolls.
You have Advantage on saving throws to avoid or end the Frightened condition
Infuse Nhimbaloth's Rage properties. The target can't end Attunement to the lens, but it can be ended by any effect that removes a possession effect, such as the Dispel Evil and Good spell. Since this is
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon
speak well of the dragon, but can’t divulge its whereabouts.
Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it
mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
level. Identity. Make sure the spell fits with the identity of those who can cast it. Sorcerers and Wizards don’t typically cast healing spells, for example. Spell Duration, Range, and Area. A longer
Creating a Spell Olga Drebas Ringlerun’s spell research leads in unexpected directions
as he unintentionally creates a flying gelatinous cubelet When creating a new spell, use existing ones as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
level. Identity. Make sure the spell fits with the identity of those who can cast it. Sorcerers and Wizards don’t typically cast healing spells, for example. Spell Duration, Range, and Area. A longer
Creating a Spell Olga Drebas Ringlerun’s spell research leads in unexpected directions
as he unintentionally creates a flying gelatinous cubelet When creating a new spell, use existing ones as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving
takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving
takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits
Spell Level Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits
Spell Level Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits
Spell Level Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
with the spell. Imagine a spell slot is a groove of a certain size—small for a level 1 slot and larger for a higher-level spell. A level 1 spell fits into a slot of any size, but a level 2 spell fits
Spell Level Every spell has a level from 0 to 9, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is. Cantrips—simple spells that can be cast almost by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile. Make sure the spell fits with the
Creating a Spell When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile. Make sure the spell fits with the
Creating a Spell When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spellshard Wondrous item, common This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320
requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spellshard Wondrous item, common This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320
requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spellshard Wondrous item, common This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320
requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spellshard Wondrous item, common This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that’s no more than 320
requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
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->Princes of the Apocalypse
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
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
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
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
that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new
cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell