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Returning 35 results for 'beast blocked diffusing casting reappear'.
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Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Spells
Player’s Handbook
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Awaken
Legacy
This doesn't reflect the latest rules and lore.
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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.
Vargouille
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom
Monsters
Mythic Odysseys of Theros
lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
Simulacrum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
Find Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your
dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
"}. The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the
Monsters
Mythic Odysseys of Theros
the minds and lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Monsters
Mordenkainen's Fiendish Folio Volume 1
might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
Magic Items
Mythic Odysseys of Theros
the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Teleportation Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space. This
occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice. The description of a teleportation effect tells you if you must see the teleportation’s destination.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Speedy Courier 4th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Duration: 10
as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Speedy Courier 4th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Duration: 10
as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Speedy Courier 4th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Duration: 10
as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating






