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Returning 35 results for 'barrier both down casting round'.
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berries both down casting round
barred both down casting round
barriers both down casting round
Monsters
Monster Manual
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Split
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
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
Monsters
Strixhaven: A Curriculum of Chaos
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
Fazrian's eyes become smoldering black voids until initiative count 20
Private Sanctum
Legacy
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Spells
Basic Rules (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Mordenkainen's Private Sanctum
Legacy
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Spells
Player’s Handbook (2014)
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Monsters
Tales from the Yawning Portal
1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see
Monsters
Planescape: Adventures in the Multiverse
only), protection from evil and goodThe hexton can take up to three reactions per round but only one per turn.
Counter Magic. The hexton attempts to interrupt a creature it can see that is casting a
Monsters
Keys from the Golden Vault
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Monsters
Adventure Atlas: The Mortuary
dead (as an action), dispel magic, speak with dead
1/day each: finger of death, plane shift (self only), project imageSkall can take up to three reactions per round but only one per turn.
Baleful
Counterspell. Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Shield Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
Range: Self
Components: V, S
Wish
Legacy
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Spells
Basic Rules (2014)
could make yourself and all your companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Shield Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
Range: Self
Components: V, S
Spells
Lost Laboratory of Kwalish
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to
can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible
barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Duration: 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Shield Level 1 Abjuration (Sorcerer, Wizard) Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
Range: Self
Components: V, S
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
on initiative count 20 on the following round.
Sudden Stonework. The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Globe of Invulnerability Level 6 Abjuration (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a glass bead)
Duration: Concentration, up to 1 minute
An immobile
, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Globe of Invulnerability 6th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a glass or crystal bead that shatters when the spell ends) Duration
: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Globe of Invulnerability 6th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a glass or crystal bead that shatters when the spell ends) Duration
: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the






