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Returning 35 results for 'before beam dwelling casting returns'.
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Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
Monsters
Bigby Presents: Glory of the Giants
DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Arcane Beam (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Arcane Beam"}. The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Force Dagger", "rollDamageType":"force"} force damage. Hit or Miss: The dagger magically returns to the null’s hand immediately after a
ranged attack.Nullify Spell (3/Day). The null utters a magical word of cancelation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no
Magic Items
Tomb of Annihilation
feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell
ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is
first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a
Monsters
Bigby Presents: Glory of the Giants
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"thunder"} thunder damage. Hit or Miss: The staff magically returns to the giant’s
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Eldritch Blast Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell
attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eldritch Blast Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell
attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Eldritch Blast Evocation Cantrip (Warlock) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack
against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Eldritch Blast Evocation Cantrip (Warlock) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack
against one creature or object in range. On a hit, the target takes 1d10 Force damage. Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Monsters
Fizban's Treasury of Dragons
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
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 cast the spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Enfeeblement Level 2 Necromancy (Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Enfeeblement Level 2 Necromancy (Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ray of Enfeeblement 2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A black beam of enervating energy springs from your finger
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ray of Enfeeblement 2nd-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A black beam of enervating energy springs from your finger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
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 cast the spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
minute 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
minute 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
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D17. King’s Mount The wooden door to this dwelling is closed but not locked. A frayed rope tethers a giant toad to a wooden post in the middle of this hut. The toad looks uncomfortable as a pair of
agree to toad-sit, Vlonk returns 10 minutes later to resume his duties. During Vlonk’s absence, the toad tries to swallow at least one of the characters. However, it can’t reach anyone more than 5 feet away from the wooden post to which it is tethered.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Witch Bolt Level 1 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a twig struck by lightning)
Duration: Concentration, up to 1 minute
A beam of






