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Returning 35 results for 'storing can'.
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Monsters
Monster Manual
the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to
Magic Items
Dungeon Master’s Guide
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
Monsters
The Book of Many Things
Regeneration. The drone regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster can cause the drone to store one spell of 4th level or lower. To
orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large
Monsters
The Book of Many Things
.
Regeneration. The drone regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster who wears the drone’s amulet can cause the drone to store one
Bound. The drone is magically bound to an amulet. As long as the drone and its amulet are on the same plane of existence, the drone’s wearer can telepathically call the drone to travel to it
Magic Items
Acquisitions Incorporated
Map of Shortcuts
At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer’s map case can be used to generate a special map identifying a
shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer’s map case noting a relevant shortcut . Your travel time is
Classes
Tasha’s Cauldron of Everything
and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer
is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Artificers in Many Worlds
Throughout the D&D multiverse
Shield Guardian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the guardian.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster who wears the shield guardian's amulet can
Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
.
97–98
The moonblade functions as a ring of spell storing.
99
You can use an action to call forth an elfshadow, provided that you don’t already have one serving you. The elfshadow
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
otherwise, a reaction occurs immediately after its trigger. Which action is used to activate a Spell-Storing Item? Activating a Spell-Storing Item uses the Use an Object action. Can an artificer
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
otherwise, a reaction occurs immediately after its trigger. Which action is used to activate a Spell-Storing Item? Activating a Spell-Storing Item uses the Use an Object action. Can an artificer
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spell-Storing Item At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a
creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spell-Storing Item At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a
creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spell-Storing Item At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a
creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spell-Storing Item 11th-level artificer feature You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a
, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spell-Storing Item At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a
creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spell Sink This device emanates an antimagic field (same effects as the antimagic field spell) in a radius of 1 to 3 miles. The field can be activated or deactivated as an action with a touch by its
the spell siphon not only neutralizes magic but also absorbs all magical energy in the area, storing that power for a cataclysmic effect.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spell-Storing Item 11th-level artificer feature You can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a
, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spell Sink This device emanates an antimagic field (same effects as the antimagic field spell) in a radius of 1 to 3 miles. The field can be activated or deactivated as an action with a touch by its
the spell siphon not only neutralizes magic but also absorbs all magical energy in the area, storing that power for a cataclysmic effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Spell Storing Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Spell Storing Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Spell Storing Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of 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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Investigating Kasem If the characters suspect Kasem of inflaming the Tyenmo-Xungoon rivalry, they might investigate him further. The brothers have a tent for storing supplies and conducting business
next to their Spicy Brothers stall. Characters who visit the shop can slip into the tent by succeeding on a DC 12 Dexterity (Stealth) check. The tent contains business records, cots for both brothers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Spell Storing Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Spell Storing Ring, Rare (Requires Attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it contains 1d6 − 1 levels of 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Shooting Stars Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend
its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the
device and can, as an action, send a telepathic message to them laced with enchantment magic. Such a message can be sent no more than once every 24 hours. A warforged who receives the message is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
. During battle, Zariel’s imp couriers use these chutes to enter and exit the flying fortress. Characters reduced to Tiny size or in gaseous form can navigate these narrow chutes to reach the command
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Investigating Kasem If the characters suspect Kasem of inflaming the Tyenmo-Xungoon rivalry, they might investigate him further. The brothers have a tent for storing supplies and conducting business
next to their Spicy Brothers stall. Characters who visit the shop can slip into the tent by succeeding on a DC 12 Dexterity (Stealth) check. The tent contains business records, cots for both brothers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Shooting Stars Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend
its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Terminus Level and is storing them in a pouch tied to his belt. He’s not optimistic about finding the last card, though. Sick of hearing about the situation, Zelk adds to Malgorn’s misery by repeatedly
asking him if he has searched in places he knows Malgorn has already thoroughly checked. Treasure. Each of the sixty-nine gold cards in Malgorn’s incomplete deck is worth 10 gp, but the set is worth 2,500 gp once the deck contains all seventy cards. The characters can find the missing card in area 23c.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the
device and can, as an action, send a telepathic message to them laced with enchantment magic. Such a message can be sent no more than once every 24 hours. A warforged who receives the message is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
. During battle, Zariel’s imp couriers use these chutes to enter and exit the flying fortress. Characters reduced to Tiny size or in gaseous form can navigate these narrow chutes to reach the command