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Returning 35 results for 'being before directly casting reactions'.
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being before direct casting reaction
being before direct casting reactions
being before directly casting reaction
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
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Oppressive Burst", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the start of the cultist’s next turn.
Spellcasting. The cultist casts one of
attack roll. Response: The cultist makes one Gauntlet or Oppressive Burst attack against the triggering creature.Cultists of Bane sow strife, either by directly bullying others or by abusing existing
Monsters
Planescape: Adventures in the Multiverse
only), protection from evil and goodThe hexton can take up to three reactions per round but only one per turn.
Counter Magic. The hexton attempts to interrupt a creature it can see that is casting a
rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked
Monsters
Strixhaven: A Curriculum of Chaos
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw
Slow
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of
the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On
Monsters
Candlekeep Mysteries
failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its
, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked.
The Sapphire
The sapphire is inside the
Monsters
Infernal Machine Rebuild
its actions, reactions, and movement.
Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin’s next
Demogorgon’s heads.
Much like the true Demogorgon, the ettin’s two heads constantly clash and refuse to speak directly with one another, instead relaying messages through their assigned
Monsters
Keys from the Golden Vault
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
Equipment
spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of
speaking with her intended target by alchemically crafting her message, predicting her target’s reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace
end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its turns. The effect
feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
Monsters
Adventure Atlas: The Mortuary
dead (as an action), dispel magic, speak with dead
1/day each: finger of death, plane shift (self only), project imageSkall can take up to three reactions per round but only one per turn.
Baleful
Counterspell. Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell
Magic Items
Waterdeep: Dragon Heist
legend lore spell.
By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can’t lie to you, but the information it
damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's
. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Icewind Dale: Rime of the Frostmaiden
"} cold damage, and the target can’t take reactions until the start of its next turn.
Chromatic Orb. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Monsters
Mordenkainen Presents: Monsters of the Multiverse
halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its
within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
Monsters
Fizban's Treasury of Dragons
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
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be
Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Monsters
Fizban's Treasury of Dragons
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
the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
4. Reaction Timing Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the shield spell are two typical uses of
reactions. If you’re unsure when a reaction occurs in relation to its trigger, here’s the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can’t take another one until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make
reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make
reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Staggering Smite 4th-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during
this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arms of Hadar Level 1 Conjuration (Warlock) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature
in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting
her message, predicting her target’s reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it within gift bouquets, allowing it to convey her message later.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Incendiary Cloud 8th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers
successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. These undead shouldn’t pose much of a threat
+ 2 drow elite warriors wearing the insignia of House Auvryndar. The leader of such a patrol is always a female drow who reports directly to Zress Orlezziir. Most drow patrols are spoiling for a fight; if a battle turns against them, however, they withdraw to a more defensible location.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Incendiary Cloud 8th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers
successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arms of Hadar 1st-level conjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You invoke the power of Hadar, the Dark Hunger. Tendrils of dark
reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Grasping Vine 4th-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a vine that sprouts from the ground in an
a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Slow 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute You alter time around up to six creatures of your
AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make






