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Returning 35 results for 'battle barrier diffusing cast restored'.
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Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Spells
Player’s Handbook
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 creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
Spells
Player’s Handbook
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through
solid objects if you are familiar with the 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.
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
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
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Spells
Player’s Handbook
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it
Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Magic Items
Dungeon Master’s Guide
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Magic Items
Dungeon Master’s Guide
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
creature’s Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it can’t cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
Feats
Eberron: Forge of the Artificer
feat to cast Cure Wounds without using a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Additionally, when you cast Cure
Wounds and roll dice to determine the number of Hit Points restored, you can treat any 1 or 2 on a roll as a 3.
Monsters
Forgotten Realms: Adventures in Faerûn
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
understand. If Biha Babir casts the spell for a creature, she suffers none of the spell’s stress. Once Biha Babir has cast it three times, she can’t do so again for 365 days.Multiattack. Biha
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Spellcasting to cast Ray of Sickness (level 6 version).
Terrifying Presence. Wisdom Saving Throw: DC 21, each creature in a 20-foot Emanation originating from Sammaster. Failure: 13 (2d12);{"diceNotation
Globe of Invulnerability
Legacy
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Spells
Basic Rules (2014)
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 barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
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
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Antilife Shell
Legacy
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Spells
Basic Rules (2014)
duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
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
Planetar
Legacy
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Monsters
Basic Rules (2014)
(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
magic-items
The Battle Rod was developed as an alternative to the longer War Staff, and has gained popularity with wandslingers across Khorvaire. When held in two hands, you can use the rod to cast cantrips at
up to twice the standard range. However, when you cast a cantrip beyond the standard range, your attack rolls have Disadvantage, and targets have Advantage on saving throw;saving throws made against
Deathlock Wight
Legacy
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Monsters
Tales from the Yawning Portal
Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect
is restored to life or its body is destroyed. The wight can have no more than twelve zombie;zombies under its control at one time.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Tasha’s Cauldron of Everything
.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Monsters
Infernal Machine Rebuild
a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, mage hand, zone of truth
3/day
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Message
Legacy
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Spells
Basic Rules (2014)
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this
spell through solid objects if you are familiar with the target 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
Intellect Devourer
Legacy
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Monsters
Monster Manual (2014)
intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its
dies, unless its brain is restored within 1 round.
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
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
Magic Items
Fizban's Treasury of Dragons
reduced to dust can be restored to life only by a true resurrection or wish spell.
While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can’t be used again until the next dawn.
Bugbear
Legacy
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Species
Volo's Guide to Monsters
One useful trick: if ye face bugbears who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
&mdash
.
Shiftless, Savage Layabouts
When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or
Solar
Legacy
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Monsters
Basic Rules (2014)
DC 25). It 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 and good
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
Monsters
Baldur’s Gate: Descent into Avernus
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
teleport (3 charges).
Innate Spellcasting. Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:
3/day each: animate dead
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.
Furthermore, when a creature moves
.
Innate Spellcasting. The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: darkness, detect






