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Returning 35 results for 'before bead designate creatures replaced'.
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Magic Items
Dungeon Master’s Guide
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet
. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent
Spells
Player’s Handbook
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Spells
Player’s Handbook
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when
Spells
Player’s Handbook
.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Spells
Player’s Handbook
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area
or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the
Spells
Player’s Handbook
can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Spells
Player’s Handbook
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
Spells
Player’s Handbook
enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
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
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your
Spells
Player’s Handbook
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Monsters
Forgotten Realms: Adventures in Faerûn
Aura of Dread. Creatures in a 10-foot Emanation originating from the Zhentilar have their Speeds halved while in the Emanation. The Zhentilar can designate creatures to be unaffected by the
Spells
Forgotten Realms: Heroes of Faerûn
save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.
In addition, you have
Spells
Forgotten Realms: Heroes of Faerûn
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
Spells
Forgotten Realms: Heroes of Faerûn
.
When you cast this spell, you can designate creatures to be unaffected by it.
Casting as a Circle Spell. In addition to the spell’s usual components, you must provide a special component (a
Bead of Force
Legacy
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Magic Items
Basic Rules (2014)
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead
explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent
Word of Recall
Legacy
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Spells
Basic Rules (2014)
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting
Illusory Script
Legacy
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Spells
Basic Rules (2014)
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life
replaced by Finger of Doom, if available.
Enervating Focus. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Enervating Focus"} to hit, reach 15 ft., one target
Forbiddance
Legacy
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Spells
Basic Rules (2014)
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use
portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral
Arcane Lock
Legacy
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Spells
Basic Rules (2014)
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You
Animal Shapes
Legacy
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Spells
Basic Rules (2014)
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating
of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0
Magic Items
Baldur’s Gate: Descent into Avernus
sword against that devil.
Infernal Recall. As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current
ruler of Avernus, or a sanctuary you designate if you rule Avernus.
Destroying the Sword. The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
Hallow
Legacy
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Spells
Basic Rules (2014)
in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature
hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess
Monsters
Van Richten’s Guide to Ravenloft
unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive
comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.
Podlings are near-perfect mimics of the creatures they replace. Despite having the
Alarm
Legacy
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Spells
Basic Rules (2014)
larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm
Compulsion
Legacy
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Spells
Basic Rules (2014)
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed
save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.
Each affected target must use as
Spirit Guardians
Legacy
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Spells
Basic Rules (2014)
evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the
Cordon of Arrows
Legacy
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Spells
Player’s Handbook (2014)
saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and
Monsters
Eberron: Rising from the Last War
modifier.Multiattack. The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.
Tentacle. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action
Monsters
Mordenkainen's Fiendish Folio Volume 1
might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if
effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks
Simulacrum
Legacy
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Spells
Basic Rules (2014)
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands






