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Returning 35 results for 'before breathe diffusing casting recovery'.
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Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
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 Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
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 Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Spells
Player’s Handbook
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Green Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is
Monsters
The Book of Many Things
encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
Monsters
The Book of Many Things
must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe
and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end
Monsters
The Book of Many Things
DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Monsters
The Book of Many Things
enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use
planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15
Sea Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag
Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.
If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).Cold
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
Monsters
The Book of Many Things
contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar
travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
Imprisonment
Legacy
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Spells
Basic Rules (2014)
if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Wish
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Wizard
Legacy
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Classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
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&mdash
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->Basic Rules (2014)
Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing
creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Breathing Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants
up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing
creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
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->Basic Rules (2014)
Stinking Cloud 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a rotten egg or several skunk cabbage leaves) Duration: Concentration, up to 1 minute You create a 20
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Stinking Cloud 3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a rotten egg or several skunk cabbage leaves) Duration: Concentration, up to 1 minute You create a 20
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cloud of Daggers 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a sliver of glass) Duration: Concentration, up to 1 minute You fill the air with spinning daggers in
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Cloudkill 5th-level conjuration
Casting Time: 1 action
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otiluke’s Resilient Sphere Level 4 Abjuration (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otiluke’s Resilient Sphere 4th-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at
, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alter Self Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the
between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otiluke’s Resilient Sphere Level 4 Abjuration (Cleric, Paladin, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: 1 Minute
A shimmering sphere
spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Alter Self Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the
between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloudkill 5th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius sphere of poisonous, yellow-green fog
as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wish 9th-level conjuration Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the
from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. The stress of casting this spell to produce any






