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Returning 35 results for 'spell of read decide verij'.
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Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
it has the Restrained condition until the grapple ends.
Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell
Monsters
Monster Manual
.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Unsettling Visage (Recharge 6);{"diceNotation
Spells
Player’s Handbook
, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
Spells
Player’s Handbook
the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
Magic Items
Dungeon Master’s Guide
This Spell Scroll bears the words of the Fireball spell, written in a mystical cipher. If Fireball is on your spell list, you can read the scroll and cast it without Material components. Otherwise
;t lost.
If Fireball is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On
Magic Items
Dungeon Master’s Guide
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
Magic Items
Dungeon Master’s Guide
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Magic Items
Dungeon Master’s Guide
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Spells
Player’s Handbook
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
Spells
Player’s Handbook
script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
Magic Items
Dungeon Master’s Guide
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
Magic Items
Dungeon Master’s Guide
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A
creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
d20
Golem
Time
Cost
1-5
Manual of Clay Golems
30 days
65,000 GP
6-17
Manual of
Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the
Spells
Player’s Handbook
.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
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
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
Spells
Player’s Handbook
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
Spells
Player’s Handbook
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Spells
Player’s Handbook
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
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Spells
Player’s Handbook
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Magic Items
Forgotten Realms: Adventures in Faerûn
table from it (+10 spell attack modifier, spell save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Disguise Self
0
Fire
DM’s control. The type of chromatic dragon depends on your alignment and personality and is left to the DM to decide. The transformation is permanent, but if the dragon is slain, its body
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Spellcasting. The enchanter 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 enchanter has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
Spells
Guildmasters’ Guide to Ravnica
otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify
memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever
Monsters
Fizban's Treasury of Dragons
Immutable Form. The peacekeeper is immune to any spell or effect that would alter its form.
Telepathic Bond. While the peacekeeper is on the same plane of existence as its master, it can magically
speed of 0.When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic
Species
Strixhaven: A Curriculum of Chaos
character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be
raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list
Truth Serum (Ingested)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
zone of truth spell.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a
Mind Blank
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The
spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Feats
Xanathar's Guide to Everything
your path from one place to another. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You learn to speak, read, and write Sylvan.
You learn
the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Swarm of Cranium Rats
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
Monsters
Planescape: Adventures in the Multiverse
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and
effect that would sense its emotions or read its thoughts, as well as to divination spells.Bites. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bites"} to hit
classes
Tasha’s Cauldron of Everything
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Species
Fizban's Treasury of Dragons
forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.
Creating Your Character
When you create your D&D character, you decide whether your
scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 18):
At will: dancing lights, detect magic, message, thaumaturgy
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), silence, suggestion
only by that of the drow matron mother of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.Spectral Dagger (Recharges