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Returning 35 results for 'beam before danger cast reveals'.
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Spells
Player’s Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals
Spells
Player’s Handbook
making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A
Magic Items
Dungeon Master’s Guide
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm
Spells
Player’s Handbook
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.
Magic Items
Dungeon Master’s Guide
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
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
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
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 2 (1d6-1);{"diceNotation":"1d6-1", "rollType":"damage", "rollAction":"Quarterstaff", "rollDamageType":"bludgeoning"} bludgeoning damage.
Chromatic Beam. The derro launches a brilliant beam of magical
":"Chromatic Beam", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. The derro casts one of the following spells, using Charisma as the
Retriever
Legacy
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Monsters
Mordenkainen’s Tome of Foes
quarry at a time. The retriever also always knows the location of its master.
Innate Spellcasting. The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast
retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.
Foreleg. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Foreleg"} to hit
Find Traps
Legacy
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Spells
Basic Rules (2014)
would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
"} slashing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Scimitar","rollDamageType":"radiant"} radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out
Monsters
Princes of the Apocalypse
level (3 slots): ice storm, storm sphere*
5th level (2 slots): cloudkill, seeming (cast each day)
6th level (1 slot): chain lightningWindvane. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20
melee attack, plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Windvane","rollDamageType":"lightning"} lightning damage.In the Air Node
When danger threatens the Temple of Howling
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
breathing
Roleplaying Information
Vaasha is a skilled hunter and tracker who doesn’t charge into danger without first assessing the risks. She’s not afraid to speak her mind, even to her
Moonbeam
Legacy
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Spells
Basic Rules (2014)
assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the
Monsters
Tomb of Annihilation
transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
+3","rollType":"damage","rollDamageType":"force"} force damage per beam), minor illusion, and poison spray
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells
Minor Illusion
Legacy
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Spells
Basic Rules (2014)
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its
-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature
Barbarian
Legacy
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Classes
Basic Rules (2014)
sufficient to defeat whatever threats arise.
A Life of Danger
A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
Monsters
Spelljammer: Adventures in Space
spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn’t function, but the time it
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Witch Bolt
Legacy
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Spells
Player’s Handbook (2014)
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component
: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least
Programmed Illusion
Legacy
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Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an
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
wild, and the cast-off members of a gang might eventually catch on with a different group.
Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by
Delayed Blast Fireball
Legacy
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Spells
Basic Rules (2014)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
spell slot used to cast it is not expended.High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Major Image
Legacy
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Spells
Basic Rules (2014)
example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion
qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.






