Elminsters guide to magic pdf download






















A lot of them are superior to similar existing spells of either equal or higher level. This ranges from spells that are just subtly better, such as Celestial Fist being arguably better than Guiding Bolt which is already arguably one of the strongest 1st level combat spells , to things that are completely overpowered and broken, such as Create Item being better than both Light and Shape Water put together, or Jinx Shot being a strictly superior version of Vicious Mockery. At the end of the day I'm really glad I bought it and I love supporting people who create things like this, but I'd advise other buyers to look at the spells carefully, pick and choose what to actually allow in a campaign, and possibly tone down the power level of spells.

I'm finding myself toning down the power Love the supplement, just wonder about the Cat's Eye Marble. It's worse than Goggles of Night but more rare and requires attunement? B August 06, am UTC. Did you guys ever fix the one spell that wasn't on any of the class lists? Also you never did give Rainbow Beam the Material component.

Haven't gone any deeper than that yet, will let you know if I find anything more, or if I find that missing spell. Love the anthology and have been using it for a while, but you still seem to have a little clean-up to do ;.

This is the first purchase from here I had printed in color and bound at Staples. I have not read every single spell yet. I have gone thru many of the low level ones, and though there is some balance issues which is an argument that can be made for most any product including WOTC blessed ones , I see nothing that will break a game and is not easily adjusted by a DM.

With spells, some feel like minor tweaks to existing spells, but many are unique. The selling point for me is the copious amount of Necromancy spells. This has made it easier to build a Necromancer to face down my party, and they were clueless and wowed by some of his powers.

If you are looking for a fun, creative, useful and entertaining tome of magic spells then you should add this to your collection. Hi guys, I've acquired the Fantasy Grounds version, and can't wait to dig in. I'm using the newer Unity one. I've tried to delete and re-download, but I get the same error.

B April 30, am UTC. Hello Christopher. I have noted the error and will be correcting the issue as soon as I have access to the Unity beta. Elminster's Guide to Magic is the first module in my product line that will be receiving a Unity update once I am able to test my code. I greatly appreciate your patience and value your support.

I am also a FGU user and I have the same error. Now that FGU is final, is there a time frame to correct this? B December 09, pm UTC. Hi Oscar, I'm sorry this is giving you trouble. Could we move this conversation over to the FG product page? Our FG guy is due to give a status update in the next day or so over there, and I'd rather keep the conversation in one place. Quick clarifying question: I was looking at the Black Blade of Disaster spell 9th Level Conjuration Spell for sorcerers and wizards; 1 minute duration with concentration and the spell description seems to indicate it being a melee spell attack even having a clause at the end of the spell saying that the spell will end early should you drop the blade , but the RANGE of the spell says 60 feet, implying that the blade is cast at some point 60 feet away from you and not appearing in your hand.

For reference: In earlier editions it would fly out from the caster to make its attack Melee spell attack.

There was no designation that it needed to be held, only that it would fizzle out if it went out of range or the caster could no longer see it which makes darkness and fog could WONDERFUL spells for countering.

Interpretation is up to you, but I THINK what they are implying is that it is cast in your immediate area of control, can fly out to attack at range as a melee attack and returns, but fizzles if the caster can no longer control it.

Really it is up to you, but considering that the thing dissolves matter, probably best NOT to touch it. It would be nice if a future version bookmarked the spells by letter, so you could find them easier.

Yeah, would second that question. I downloaded v1. B October 08, pm UTC. Yes, we have essentially cleaned up and tightened up the format. There is no loss of content. B August 28, pm UTC. This may change in the future. Is it possible to get a breakdown of the changes in the current version? It can be a pain to not realise what spells were changed. The book has been awarded with , and many others.

Please note that the tricks or techniques listed in this pdf are either fictional or claimed to work by its creator. We do not guarantee that these techniques will work for you. Some of the techniques listed in The Magic may require a sound knowledge of Hypnosis, users are advised to either leave those sections or must have a basic understanding of the subject before practicing them. Guild Adept.

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Virtual Tabletop. Pay What You Want. See all titles. When you cast this spell using a spell slot of 3rd level or higher, the psychic damage Battle Hymn increases by 1d8 for each slot level above 2nd.

For the duration, it 3-inches in length grants each ally advantage on all Wisdom throws Duration: Concentration, up to 10 minutes and immunity to the frightened condition while it is Until the spell ends, you gain the ability to move up, within foot of you.

Binding Winds You leave your hands free while doing so, even when 2nd-level evocation moving across surfaces where balancing is Casting Time: 1 action practically impossible.

For the duration, you also Range: feet gain a climbing speed equal to your walking speed, Components: V, S proficiency in the Acrobatics skill, and advantage on Duration: Concentration, up to 1 minute all Dexterity checks relating to balance. You cause howling winds to surround a creature Ball Lightning within range. If the creature fails the saving throw, its speed drops to Casting Time: 1 action 0 for the duration of the spell.

A flying creature Range: feet affected by this spell is held in mid-air. A bound Components: V, S, M a handful of copper and iron creature can attempt a new Dexterity saving throw pellets at the end of each of its turns.

On a successful save, Duration: Concentration, up to 1 minute the spell ends. Until the spell ends, the creature is deafened, spell is cast takes 5d8 lightning damage, or half as and it must make a Constitution saving throw at the much on a successful Dexterity saving throw. If it fails, it cannot cast As a bonus action on each of your turns, you can spells with verbal or somatic components until the move the ball of lightning up to 30 feet vertically or start of its next turn.

The ball stops moving for the round and Furthermore, ranged attacks made by the affected deals 5d8 lightning damage if it touches a creature creature are made at disadvantage. A creature takes half the lightning damage on a successful Dexterity saving Bite of the King throw.

When you cast this spell using a Casting Time: 1 action spell slot of 6th level or higher, the amount of Range: 5 feet lightning damage increases by 1d8 for each slot level Components: V. You can use your belly of some horrid beast. Choose a Medium or spellcasting ability instead of Strength for the smaller creature within range and make a melee attack and damage rolls of melee attacks using spell attack against it.

If you succeed, the target your fangs, which inflict 2d8 piercing damage. The Armor Class of the walls action. The walls automatically succeed on all Strength and While in this form, at the start of each of your turns, Constitution saving throws or checks, but you must make a Wisdom saving throw against your automatically fail all other saving throws or checks. If you fail, you cannot cast The walls are immune to all conditions.

They have spells until the beginning of your next turn. If the walls take a total of 60 or more Black Blade of Disaster damage, the target escapes, and the spell ends. Range: 60 feet Duration: Concentration, up to 1 minute Bite of the Werebeast You create a black, blade-shaped planar void. As an 5th-level transmutation action, make a melee spell attack against any target Casting Time: 1 action in range. Anyone reduced to 0 hit points by the blade Components: V, S, M the fang of a wild predator is disintegrated as if by the disintegrate spell.

A Duration: Concentration, up to 1 minute disintegrated creature and everything it is wearing You change yourself into a bestial shape which and carrying, except magic items, are reduced to a resembles the hybrid form of a lycanthrope of your pile of fine gray dust.

The creature can be restored to choice. You retain this form until the spell ends, life only by means of a true resurrection or a wish gaining the following traits: spell. Make a ranged spell attack. If you hit, your target is engulfed in numbing black Once you cast this spell, your speed is reduced to 0 flame and becomes poisoned.

The target must make until the start of your next turn. However, as part of a successful Constitution saving throw at the end of the action of casting this spell, you can make one each turn for the duration, or gain 1 level of melee weapon attack with a piercing or slashing exhaustion on each failure.

If the target makes three weapon you already have in hand against every successful Constitution saves, the fire goes out and creature within the reach of that weapon. A disintegrated creature and In addition, if you have a weapon in each hand, everything it is wearing and carrying, except magic until the start of your next turn, when a creature items, are reduced to a pile of fine gray dust.

The provokes an opportunity attack from you, you can creature can be restored to life only by means of a use a special reaction granted by this spell instead of true resurrection or a wish spell.

You use this special reaction to attack the provoking creature Blade of Pain and Fear twice, using each of your two weapons to make one 3rd-level evocation attack. Casting Time: 1 action Components: V, S Blastbones Range: Self 2nd-level necromancy Duration: Concentration, up to 1 minute Casting Time: 1 action Components: V, S, M bones A three-foot tear in reality, filled with gnashing teeth Range: feet and writhing tongues, extends from your hand like Duration: Special the blade of a sword.

As part of the action of casting this spell, and as an action on each of your turns for This spell must be cast on an exposed skeleton. It the duration, you can make a melee spell attack. The targeted set Wisdom saving throw. When you cast this spell, you can choose whether The blade is not a real weapon, and you cannot to detonate the bones immediately or delay the blast drop it. It extends from your hand until the spell for up to one hour.

If you choose to delay the blast, ends.. When you cast this spell using a Casting Time: 1 action spell slot of 3rd level or higher, the amount of. Each creature in the cube must level above 2nd. If you cast it using a spell slot of 4th make a Dexterity saving throw, taking 1d4 radiant level or higher, the maximum length of the optional damage if it fails.

Until the start of your next turn, the delay increases to 4 hours. If the spell slot is 6th level area of the cube is lightly obscured, and the next time or higher, it increases to 8 hours. If the slot is 8th a creature leaves the area, it takes 1d4 fire damage level or higher, it increases to 24 hours.

When you reach 5th level, the Blazing Starfall radiant damage and fire damage both increase to Conjuration cantrip 2d4. Both damage rolls increase to 3d4 at 11th level, Casting Time: 1 action and 4d4 at 17th level. Range: 60 feet Components: V, S Blinding Spittle Duration: Concentration, up to 1 minute 2nd-level transmutation Casting Time: 1 action A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers Components: V, S Range: 30 feet that are painful to pass through.

Choose a foot. If you hit, the per this spell's normal effect. Blood Curse Necromancy cantrip Blistering Radiance 4th-level evocation Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: V, S Range: feet foot radius Duration: 1 round Components: V, S, M some tinder and a small lens Duration: Concentration, up to 1 minute You gamble some of your own life force on a curse that bedevils your enemy but may empower you.

You create a tiny ball of light that streaks out from You may not cast this spell if you currently have less your hand to a point you choose within range. It than 5 hit points. Choose a target within range that bursts into a foot radius sphere, a blistering hot can see or hear you. The target makes a Wisdom corona that hovers in place for the duration.

If it fails, the target takes 1d4 psychic A creature in the area when you cast the spell damage. You also take the same amount of psychic must make a Constitution saving throw.

On a failed damage, which cannot be reduced or redirected in save, the creature takes 2d6 fire damage from the any way. Before the beginning of your next turn, if searing heat. In addition, if the creature saw the the target is hit with an attack, it takes an additional initial blast, it is blinded until the end of its next turn.

When this On a successful save, a creature only takes half the happens, you also gain temporary hit points equal to fire damage, and isn't blinded. The creature takes 2d6 fire damage on a when you reach 5th level 2d4 , 11th level 3d4 , and failed save, or half as much damage on a successful 17th level 4d4.

However, this usually arises 2nd-level enchantment ritual from a prejudiced attempt to paint entire Casting Time: 1 action human ethnicities as somehow innately Components: V, S, M a length of red silk ribbon villainous. Those who know these cultures Range: Touch well can attest that they are no worthier of Duration: Concentration, up to 10 minutes general mistrust than any other human You choose two willing creatures within an Intelligence of 6 or higher and link their life forces.

If a spell that allows a saving throw for half damage strikes. The next time it uses this Duration: 24 hours feature to Rage, that use does not count against any When this spell is cast, you gain excellent tracking limit that feature imposes on how often it can be instincts. For the duration of the spell, you have used. Duration: Concentration, up to 1 minute You are surrounded by a swirling mass of blood red Bloodstar droplets.

These drops move to intercept any attack 4th-level conjuration by magically joining together and hardening into a Casting Time: 1 action barrier. However, you have disadvantage on Duration: Concentration, up to 1 minute any saving throw versus lightning damage. You create a pulsating ruby-red orb that shoots from You can use an action to throw the droplets up to your hand to a point you choose within range. The 10 feet from you and reform them into a stationary orb hovers at its destination, shedding dim light in a bulwark made of an iron-like red metal.

The bulwark foot radius. Once You choose any number of creatures within 10 you have thrown the droplets, they will remain in the feet of the orb. When a creature you chose takes form of the solid bulwark until the spell ends. If it fails, it suffers Blood Wind disadvantage on all Constitution checks and saving 1st-level evocation throws until the spell ends. Casting Time: 1 bonus action As a bonus action on each of your turns, you can Range: 30 feet move the bloodstar up to 30 feet and choose new Components: V, S targets.

Until the end of the creature's next Constitution saving throw if they are not within 10 turn, any melee attack it makes with an unarmed feet of the orb's new location, ending the effects on strike or a natural weapon such as a claw, bite, or themselves with a success.

The orb itself is made only of light, and cannot take damage or be attacked. Make a ranged spell damage. You can choose to attack with the blades attack at a target you can see within range. Undead, using an attack action, and may even attack with one fiends, and creatures with sunlight sensitivity take using each hand following all normal rules for 10d8 radiant damage on a hit; aberrations, beasts, wielding a light weapon in each hand. Whenever much. Other creatures are not affected by this spell.

Range: feet Body Clock Components: V, S, M a quartz crystal embedded in 4th-level transmutation rock Duration: Instantaneous Casting Time: 1 action Components: V, S, M a kernel of corn, and a drop of You bombard a foot tall by foot radius water cylindrical area within range with falling boulders.

A successful Dexterity saving throw halves The target gains the following benefits for 24 hours the damage and avoids burial. Any creature buried or until the next time it finishes a long rest under the rubble is restrained but can use an action whichever comes first , at which point the spell on its turn to make a DC 20 Strength check to free ends: itself.

The target gains the A buried creature that fails the Strength check to benefits of a long rest after 1 hour. At least one person digging through the than normal. If you use a 9th-level spell slot Casting Time: 1 action to cast this spell, the fire damage increases to 10d6, Components: V, S, M a spider the range increases to feet, and you choose up to Range: feet 5 creatures. Duration: Concentration, up to 10 minutes You can eavesdrop on the thoughts of up to eight Breath of the Elements other creatures at once.

The targets must each make 4th-level transmutation ritual an Intelligence saving throw. For the duration of their saving throw, in any order. Range: Self foot radius For the duration, as an action on your turn, you can Components: V, S implant a suggestion in the mind of one of the Duration: Concentration, up to 1 minute creatures with whom you are connected, as per the When you cast this spell, the weapons of all suggestion spell.

If a creature resists your suggestion, creatures of your choice within range glow with it is immune to any further attempts, but it is not radiant energy for the duration. An affected weapon freed from the brain spider. Range: 90 feet In addition, undead creatures are considered Components: V, S vulnerable to the damage caused by a weapon Duration: Instantaneous affected by this spell.

Constructs, however, gain resistance to the damage of these weapons. Your solemn curse causes fire to leap at your enemies to brand them. Choose up to three creatures within range that you can see. Each creature must Brilliant Blade 7th-level transmutation make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on success. Both your When you cast this spell, one weapon of your choice hands must be empty when you cast this spell.

The or up to twenty pieces of ammunition within range weapon is similar in size and shape to a glaive, and it glow with radiant energy. An affected weapon sheds lasts until the end of your next turn. Your reach for living material, causing attacks with the affected this spell attack is 10 feet. On a hit, the target takes weapon against creatures wearing armor or using 5d8 necrotic damage, its speed is reduced by half, shields to be made with advantage.

In addition, all In addition, undead creatures are considered melee attacks against the target are made with vulnerable to the damage caused by a weapon advantage until it starts its turn further than 5 feet affected by this spell. Constructs, however, gain away from you. When you cast this spell using Burning Blood a spell slot of 7th level or higher, the damage 4th-level necromancy increases by 1d8 for every two slot levels above 5th. Casting Time: 1 action Calm Winds Range: feet 4th-level evocation Components: V, S, M a drop of blood and a pinch of Casting Time: 1 action saltpeter Duration: Concentration, up to 1 minute Range: Self foot radius Components: V, S You infect the blood of a creature within range with a Duration: Concentration, up to 10 minutes toxic mixture of corrosive fluids.

The target must When you cast this spell, it stills the air around you, make a Constitution saving throw. On failure, it takes 1d8 acid damage and 1d8 fire damage. Until the spell creating an area of calm within a foot radius ends, the target cannot take reactions, and it can only sphere centered on you. In addition, air-based damage or suffer any ill effects that turn. However, elemental creatures treat the area as difficult terrain for the spell's duration, the target must make a new for the duration, and feel an instinctive urge to avoid Constitution saving throw at the start of each of its entering it.

When you cast this spell using a on the spell. For the Duration: 1 round duration, at the end of each of your turns, you can. If the Celestial Fist 1st-level conjuration creature fails its saving throw, it is restrained and must make another Constitution saving throw at the Casting Time: 1 action end of its next turn. Range: 30 feet If the second saving throw is successful, the effect Components: V, S, M a holy symbol on the creature ends.

If the creature fails the second Duration: Concentration, up to 1 minute saving throw, it is petrified until a greater restoration You conjure a great fist of light that smashes down spell or similar magic frees it. Choose a large or smaller creature within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d8 radiant damage and is Celebration restrained until the end of its next turn.

Range: 30 feet A creature restrained by this spell makes a Components: V, S Dexterity saving throw at the end of each of its turns. Duration: Concentration, up to 1 minute On a failed save, it remains restrained until the end of its next turn. You perform a magical drinking song that causes At Higher Levels. When you cast this spell using a listeners to become highly intoxicated.

Up to six spell slot of 2nd level or higher, the radiant damage creatures of your choice that can hear you within increases by 1d8 for each slot level above 1st. A creature that fails this saving throw is charmed by you and poisoned until the end of your next turn, as if it were Chain Madness 6th-level illusion heavily intoxicated due to drinking.

Until the spell ends, you can continue the Casting Time: 1 action performance on each of your turns as a bonus action. Components: V, S, M brain tissue of a mind flayer The targets you chose must make the Wisdom saving Range: 60 feet throw again if they are still within range, suffering Duration: Instantaneous the same effects on a failure. You inflict one creature with crippling madness. If Creatures that have previously succeeded on a the target fails an Intelligence saving throw, roll saving throw against this spell have advantage on twice on the Long-Term Madness table see saving throws against it for 1 minute.

If you rolled the same results barbarians using this spell. We sang forty- twice, the madness lasts 48 hours. The first six people it touches within all unconscious.

This madness lasts 24 hours, even if the original target rolled the same result twice. A creature infected with madness from this spell's. Creatures who contract this madness from the touch of a creature besides the spell's original target, cannot pass it on to others.

When casting this spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you.

Also, if the target willingly moves more than 30 feet away from you, or makes an attack that suffers disadvantage from this spell, it immediately takes 1d8 psychic damage. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for movingmore than 30 feet away from you, or attacking youwith disadvantage, increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

So long as you are motionless, you have advantage on product of intimidation, suggestion, and Dexterity Stealth checks, and attack rolls against martial confidence.

If you move, the effect ends. At the end of the cycle, the staff is ready Duration: Concentration, up to 1 minute for use. Choose five willing humanoid creatures within range, and designate one as the champion. The other Chariot of Sustarre 7th-level conjuration ritual four people may sacrifice some of their strength and combat prowess to the champion.

The choice of Casting Time: 1 minute whether to do so must be made immediately when Components: V, S, M a fire source the size of a the spell is cast. If more than one creature chooses to flame. You and up to seven Medium sized creatures make the sacrifice, each of the other sacrificing can fit into the chariot.

Anyone other than yourself creatures also gains disadvantage on attack rolls, and your designated passengers takes 2d4 fire Strength checks, and Strength saving throws, for the damage per round if it enters the chariot. When pulled by the fiery horses, the All penalties and bonuses granted by this spell last chariot has a flying speed of 60 feet.

The chariot and until it ends, regardless of whether any or all of the the horses can be banished back to their home plane targets remain within range or change their minds. Changestaff Chilling Frost 7th-level transmutation 5th-level evocation Casting Time: 1 action Casting Time: 1 action Components: V, S, M a staff, see the description Range: 90 feet Range: Touch Components: V Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute You transform a specially prepared staff into a You choose to envelop a target within range with a creature that is identical to a treant, except it cannot swirling frost.

The target takes 7d6 cold damage, and speak or animate trees. The creature is friendly to is covered by a chilling frost for the duration. The you and follows your commands to the best of its target must make a Dexterity saving throw. On a abilities. If you do not issue commands, it takes no success, it only takes half the cold damage, and the action on its turn other than to defend itself.

It acts spell ends. If it is reduced to 0 hit points, it reverts to a must continue to make Dexterity saving throws at staff and shatters. You can only have one changestaff the beginning of each of its turns or take 3d6 cold spell active at a time, and you must wait 24 hours damage. A target before casting it again.

Each night you carve At Higher Levels. When you cast this spell using a intricate runes into it while muttering eldritch spell slot of 6th level or higher, the amount of initial. Duration: Concentration, up to 1 hour You touch a target and grant it extraordinary focus Chilling Scythe for the duration. The target has advantage on 2nd-level necromancy Wisdom and Intelligence saving throws against Casting Time: 1 action spells. Components: V, S, M a bone chip In addition, the target does not have disadvantage Range: Self on Wisdom Perception checks in areas that are Duration: Concentration, up to 1 minute lightly obscured, or on attack rolls against creatures You create a weightless 7-foot scythe.

As part of the that are heavily obscured. Duration: Concentration, up to 1 hour Undead hit by the scythe must also make a Your fingers and nails transform into diamond-hard successful Strength save or be hurled 20 feet away claws. The skin on your hands and forearms thickens from the wielder. Duration: 24 hours The caster sprinkles salt in a circle around a Cleanse campfire, tent, or some other central object.

Natural 1st-level transmutation predators and curious passer-byes are magically Casting Time: 1 action discouraged from looking too closely at the area Range: Touch enclosed by the circle. Components: S, M A mirror Sights, sounds and smells inside the circle are Duration: Instantaneous masked and muted, and anyone just passing by is A creature you touch is cleansed of all dirt and grime.

Any Wisdom The target regains 1 hit point, and for 1 hour the Perception checks to find you are made with symptoms of any disease afflicting the target are disadvantage. In addition, the target has advantage on This spell does not protect against any form of any Charisma Deception or Persuasion checks magical detection. All creatures you Spectral hands grab the heart of one humanoid you select within range have advantage on saving throws choose, and start to squeeze.

The victim must make a against being frightened for the duration. Constitution saving throw. On a successful save, the victim takes 1d12 necrotic damage and the spell Cloudburst ends. At the end of every round, the Range: foot radius, centered on caster victim can make another Constitution saving throw. Duration: Concentration, up to 1 hour If it succeeds on the saving throw, the spell ends. If the victim dies during this spell, its smoking At your command, clouds gather and there is a heart appears in your hand.

Everything within a foot tall, foot wide cylinder centered on you is Code of Secrecy lightly obscured, and creatures have disadvantage on 5th-level enchantment Wisdom Perception checks to perceive things Casting Time: 1 minute within the area, which becomes difficult terrain. All Components: V, S, M an animal tongue open flames within the area are extinguished.

If the target fails a Wisdom saving throw, it may not Cloudwalkers communicate this secret to anyone else for one day. Small puffs of cloud Components: V attach themselves to the feet of each one, and the Range: 50 feet creature gains a flying speed of 60 feet for the Duration: Concentration, up to 1 hour duration. This spell only works outdoors. You target a Medium or smaller beast within range A creature can end the effect by shaking the cloud and force it to make a Wisdom saving throw.

The puffs off its feet. The spellcaster can dismiss the spell beast you target must be CR 3 or less. If the beast as an action, but only for all creatures at once. The dragon disappears when it telepathic link with it and can issue simple drops to 0 hit points, or the spell ends.

If the beast receives no commands from The dragon is friendly to you and your allies for you, it waits and defends itself if attacked.

The dragon acts on its own initiative Any time the beast takes damage, it is allowed a each turn but obeys your verbal commands if they do new Wisdom saving throw. If the save is successful, not violate its alignment. If you do not give the the spell ends. Upon casting conduit, you can You summon a celestial in the form of a young cast a spell of 1st through 4th level into the missile remorhaz. It appears in an unoccupied space that by touching the missile as the spell is cast.

You you can see within range.



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