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                        Returning 35 results for 'stored spell adventures'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian
                                                
                                            
                                                
                                                    . Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    âs energyânot the spell itselfâ is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
                                                
                                            
                                                
                                                     existence and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
                                                
                                            
                                                
                                                     spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a
                                                
                                            
                                                
                                                    . Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through
                                                
                                            
                                                
                                                     4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone canât hold the spell, the spell is expended without effect. The
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
                                                
                                            
                                                
                                                     circles. Each circle includes a unique sigil sequenceâa string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored
                                                
                                            
                                                
                                                    ) 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
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     do so, the wearer must cast the spell on the drone. The spell has no effect but is stored within the drone. When commanded to do so by the wearer or when a situation arises that was predefined by the
                                                
                                            
                                                
                                                     spellcaster, the drone casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     spell of 4th level or lower. To do so, the wearer must cast the spell on the drone. The spell has no effect but is stored within the drone. When commanded to do so by the wearer or when a situation
                                                
                                            
                                                
                                                     arises that was predefined by the spellcaster, the drone casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Limited Spell Immunity. The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.
Unusual Nature. The golem doesn
                                                
                                            
                                                
                                                    ":"force"} force damage.Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.A mummy lordâs organs
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The quartz spell gem is a rare item and can store up to a 2nd level spell. The stored spell's
                                                
                                            
                                                
                                                     is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs maximum. If
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The bloodstone spell gem is a rare item and can store up to a 3rd level spell. The stored
                                                
                                            
                                                
                                                     spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs maximum
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The amber spell gem is a very rare item and can store up to a 4th level spell. The stored
                                                
                                            
                                                
                                                     spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs maximum
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The jade spell gem is a very rare item and can store up to a 5th level spell. The stored spell's
                                                
                                            
                                                
                                                     stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs maximum. If
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     stored spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if youâre attuned to it and itâs empty. To do so, you cast the spell while holding the gem
                                                
                                            
                                                
                                                    . The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     stored spell's saving throw DC is 19 and has a +11 attack bonus.
You can imbue the gem with a spell if youâre attuned to it and itâs empty. To do so, you cast the spell while holding the gem
                                                
                                            
                                                
                                                    . The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     stored spell's saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if youâre attuned to it and itâs empty. To do so, you cast the spell while holding the gem
                                                
                                            
                                                
                                                    . The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The topaz spell gem is a very rare item and can store up to a 6th level spell. The stored
                                                
                                            
                                                
                                                     spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs maximum
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The ruby spell gem is a legendary item and can store up to a 8th level spell. The stored
                                                
                                            
                                                
                                                     spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spellâs level must be no higher than the gemâs maximum
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     + the spellâs level. On a failed check, the spell disappears from the gem with no other effect.
The obsidian spell gem is a uncommon item and can store a cantrip. The stored spell's saving throw
                                                
                                            
                                                
                                                     DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if youâre attuned to it and itâs empty. To do so, you cast the spell while holding the gem. The spell is stored in
                                                
                                            
                                        
                                                     Magic Items
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    âs rarity and the stored spellâs saving throw DC and attack bonus, as shown in the Spell Gem table.
You can imbue the gem with a spell if youâre attuned to it and itâs empty
                                                
                                            
                                                
                                                    . To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    .
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
                                                
                                            
                                                
                                                     there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
GOD
SPELL
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.
Cards of Sending
At rank 3, the power of your portfolio keeper becomes
                                                
                                            
                                                
                                                     more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Spellcasting. The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
                                                
                                            
                                                
                                                     with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see âActionsâ below)
1st level (4 slots): color spray, expeditious retreat
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ", "rollAction":"Longsword", "rollDamageType":"psychic"} psychic damage.
Bewitching Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Bewitching Bolt"} to hit, range
                                                
                                            
                                                
                                                     ability (spell save DC 14):
At will: mage hand, minor illusion, Tasha's hideous laughter
1/day each: detect magic, disguise self, dispel magic, polymorphFirbolgs inspired by the saga of Diancastra
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ). The neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 11). It must have consumed the requisite number of
                                                
                                            
                                                
                                                     brains to cast the spell, as indicated:
1/day each: arms of Hadar (1 brain), detect magic (2 brains), magic missile (3 brains), Tenser's floating disk (4 brains), darkness (5 brains), hold person (6
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Ezmerelda has the
                                                
                                            
                                                
                                                    . The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6;{"diceNotation":"3d6","rollType":"damage","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     successful save, the creature takes half as much damage and isnât incapacitated.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
                                                
                                            
                                                
                                                     Intelligence as the spellcasting ability (spell save DC 20):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleportThe dragon can take 3 legendary actions, choosing from
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.
While holding the shard, you
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Faerie Illumination. The faerie sheds dim light in a 15-foot radius.Multiattack. The faerie makes two Shining Strike attacks.
Shining Strike. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6
                                                
                                            
                                                
                                                    ", "rollType":"spell", "rollAction":"Shining Strike"} to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Shining Strike
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
At will: dancing lights, guidanceShimmering with radiant energy and brimming with
                                                
                                            
                                                
                                                    )
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     using the dagger, the creatureâs soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.
For each
                                                
                                            
                                                
                                                     dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , the creature takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 12):
At will: mage hand (the hand is invisible), minor illusionEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , the creature takes half as much damage, and its speed isnât reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as
                                                
                                            
                                                
                                                     the spellcasting ability (spell save DC 13):
1/day each: protection from evil and good, Tenser's floating disk, unseen servantAmethyst dragons, the mightiest of the gem dragons, study and
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Power","rollDamageType":"force"} force damage.
Freezing Ray. Ranged Spell Attack: +8;{"diceNotation":"1d20+8
                                                
                                            
                                                
                                                    ","rollType":"spell","rollAction":"Freezing Ray"} to hit, range 120 ft., one creature. Hit: 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Freezing Ray","rollDamageType":"cold"} cold
                                                
                                            
                                        






