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Returning 35 results for 'based before distance casting remotely'.
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Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Awaken
Legacy
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Spells
Basic Rules (2014)
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Monsters
The Book of Many Things
, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the minotaur lacks the room to become Large
, the minotaur doesn’t change size.Unerring Tracker. The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres
Lightning Damage
Imprisonment
Legacy
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Spells
Basic Rules (2014)
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
monsters
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and
monsters
Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
these individuals may remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments
monsters
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too
monsters
. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be hyphanated. Without these specimens, a hive
Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell. When the
co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be
spells
You touch one item, instilling it with levels of belief worthy of a kobold and granting it one of the following properties, based on the item type, for the duration.
Armour. A creature wearing
speed increased by 10 feet and its jump distance tripled.
Cloak. A creature wearing this cloak has advantage on Stealth checks it makes to hide and can hide while only lightly obscured.
Gloves. A
Magic Items
Storm King's Thunder
properties, which work only while it’s on your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance
item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon
Monsters
Candlekeep Mysteries
","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage if the grippli had advantage on the attack roll.At first glance or from a distance, a grippli looks like a large frog. Its head and
. Grippli religion is based in animism and nature spirits; the frogfolk do not pay reverence to a single deity, but they might beseech a particular nature spirit for aid from time to time.
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material — including manufactured objects such as cloth
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
Otiluke's Freezing Sphere
Legacy
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Spells
Player’s Handbook (2014)
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1
Monsters
The Book of Many Things
, and the drone knows the distance and direction to the amulet. If the drone is within 60 feet of the drone’s wearer, half of any damage the wearer takes (rounded up) is transferred to the drone
travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
Staff of Power
Legacy
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Magic Items
Basic Rules (2014)
staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown
in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin
Damage
10 ft. away or closer
8 x the number of charges in the staff
11
Freezing Sphere
Legacy
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Spells
Basic Rules (2014)
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
Staff of the Magi
Legacy
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Magic Items
Basic Rules (2014)
amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin
Damage
Animate Objects
Legacy
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Spells
Basic Rules (2014)
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Magic Items
Acquisitions Incorporated
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
. The difference between the index finger and the middle finger. The elasticity of the ear lobe.
6
You take a long, careful look, and then decide based on which fellow franchisee has been nice to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mind Blank Level 8 Abjuration (Bard, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic
damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mind Blank Level 8 Abjuration (Bard, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic
damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sequester Level 7 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until dispelled
With a touch, you
magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sequester Level 7 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until dispelled
With a touch, you
magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
[Tooltip Not Found] 4th-level transmutation Casting Time: 1 action
Range: Touch
Components: V, S, M (adhesive tape with gorillas drawn on it)
Duration: 1 hour
Class: Bard, Wizard
You touch
one item, instilling it with levels of belief worthy of a kobold and granting it one of the following properties, based on the item type, for the duration. Armour. A creature wearing this armour gains
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival After the drama on the high seas, the party’s transport finally arrives in the vicinity of the Thunder Peaks. The tops of the cliffs are visible for a great distance, long before the party
any closer based on what they’ve learned on the trip. The characters are welcome to take a large rowboat the rest of the way. The ship will wait here until they return, or for five days, whichever