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Returning 35 results for 'been both diffusing chosen ray'.
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been both diffusing choose ray
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Spectator
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can
.
Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on
Evoker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
with spell attacks). The evoker has the following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor
a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen
Monsters
Vecna: Eve of Ruin
Ear of the Chosen. Whenever a creature on the same plane of existence as Alustriel speaks Alustriel’s name, Alustriel hears her name and the next nine words the speaker utters.
Legendary
than Alustriel, the Staff of Silverymoon is a Staff of Power.Multiattack. Alustriel makes three Staff of Silverymoon attacks or two Reproving Ray attacks.
Staff of Silverymoon. Melee Weapon Attack
Monsters
Eberron: Rising from the Last War
. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"roll","rollAction":"Chromatic Orb"} damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.Tarkanan assassins are the
)
Chromatic orb (4d8)
3
Poison spray (2d12)
Ray of sickness (3d8)
4
Friends
Charm person (two creatures)
5
Minor illusion
Thunderwave (2d8)
6
Dancing lights
Sleep (7d8)
Monsters
Infernal Machine Rebuild
artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.Thessalar was a
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The morkoth has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking
within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll
Feats
Strixhaven: A Curriculum of Chaos
Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot
.
Choose one 1st-level cleric or wizard spell.
Prismari
Choose two from fire bolt, prestidigitation, and ray of frost.
Choose one 1st-level bard or sorcerer spell.
Quandrix
Choose two from
Feats
Strixhaven: A Curriculum of Chaos
Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot
.
Choose one 1st-level cleric or wizard spell.
Prismari
Choose two from fire bolt, prestidigitation, and ray of frost.
Choose one 1st-level bard or sorcerer spell.
Quandrix
Choose two from
feats
Dragonlance: Shadow of the Dragon Queen
.
Lunar Spells
Moon
1st-Level Spell
Nuitari
Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari
Choose two from color spray, disguise self, feather
fall, and longstrider
Solinari
Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield
You can cast each of the chosen 1st-level spells without
Feats
Strixhaven: A Curriculum of Chaos
Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot
.
Choose one 1st-level cleric or wizard spell.
Prismari
Choose two from fire bolt, prestidigitation, and ray of frost.
Choose one 1st-level bard or sorcerer spell.
Quandrix
Choose two from
feats
Dragonlance: Shadow of the Dragon Queen
.
Lunar Spells
Moon
1st-Level Spell
Nuitari
Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari
Choose two from color spray, disguise self, feather
fall, and longstrider
Solinari
Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield
You can cast each of the chosen 1st-level spells without
Feats
Strixhaven: A Curriculum of Chaos
Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot
.
Choose one 1st-level cleric or wizard spell.
Prismari
Choose two from fire bolt, prestidigitation, and ray of frost.
Choose one 1st-level bard or sorcerer spell.
Quandrix
Choose two from
Feats
Strixhaven: A Curriculum of Chaos
Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot
.
Choose one 1st-level cleric or wizard spell.
Prismari
Choose two from fire bolt, prestidigitation, and ray of frost.
Choose one 1st-level bard or sorcerer spell.
Quandrix
Choose two from
Feats
Strixhaven: A Curriculum of Chaos
Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table.
You can cast the chosen 1st-level spell without a spell slot
.
Choose one 1st-level cleric or wizard spell.
Prismari
Choose two from fire bolt, prestidigitation, and ray of frost.
Choose one 1st-level bard or sorcerer spell.
Quandrix
Choose two from
feats
Dragonlance: Shadow of the Dragon Queen
.
Lunar Spells
Moon
1st-Level Spell
Nuitari
Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari
Choose two from color spray, disguise self, feather
fall, and longstrider
Solinari
Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield
You can cast each of the chosen 1st-level spells without
feats
Dragonlance: Shadow of the Dragon Queen
.
Lunar Spells
Moon
1st-Level Spell
Nuitari
Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari
Choose two from color spray, disguise self, feather
fall, and longstrider
Solinari
Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield
You can cast each of the chosen 1st-level spells without
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
creature within range. If the target can’t attack, it does nothing on its turn. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
creature within range. If the target can’t attack, it does nothing on its turn. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom
creature within range. If the target can’t attack, it does nothing on its turn. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) piercing damage.
Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.
Confusion
Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
determined creature within range. If the target can’t attack, it does nothing on its turn. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
determined creature within range. If the target can’t attack, it does nothing on its turn. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
determined creature within range. If the target can’t attack, it does nothing on its turn. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature
eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of the Land Spells Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells
Fog Cloud, Hold Person, Ray of Frost 5 Sleet Storm 7 Ice Storm 9 Cone of Cold Temperate Land Druid Level Circle Spells 3 Misty Step, Shocking Grasp, Sleep 5 Lightning Bolt 7 Freedom of Movement 9






