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Returning 35 results for 'being being distance casting route'.
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Spells
Player’s Handbook
save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The
target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Command
Legacy
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Spells
Basic Rules (2014)
. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending
aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Eyebite
Legacy
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Spells
Basic Rules (2014)
it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper
awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless
Monsters
The Book of Many Things
, and the drone knows the distance and direction to the amulet. If the drone is within 60 feet of the drone’s wearer, half of any damage the wearer takes (rounded up) is transferred to the drone
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
creatures or objects from bygone ages might be found within a morkoth’s dominion.
Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
detailed in the “Encounters in Yon” section sit atop high peaks and plateaus and are easily spied from a distance. Shortly after arriving in Yon, the characters encounter a talking dandelion named Amidor
One route to the Palace of Heart’s Desire lies in Motherhorn’s belfry, which contains a silver bell that summons giant cranes when it is rung. These birds serve as flying mounts and can deliver the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Overland Travel Once they reach the surface, the characters must still travel some distance to reach civilization. Most of the tunnels that connect to the Underdark in this region lie in or near the
Evermoors or the Lurkwood — wild regions filled with ruins and monsters. You can choose to narrate as much of the party’s overland travel as you wish, setting up encounters en route. If Eldeth is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute You touch a creature. The creature’s jump distance is tripled until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dissonant Whispers Level 1 Enchantment (Bard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
One creature of your choice that you can see within range hears a
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dissonant Whispers Level 1 Enchantment (Bard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
One creature of your choice that you can see within range hears a
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Transport via Plants Level 6 Conjuration (Druid) Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 minute
This spell creates a magical link between a Large or larger inanimate
plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Locate Animals or Plants 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind
of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Transport via Plants 6th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: 1 round This spell creates a magical link between a Large or larger inanimate plant within
range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Locate Animals or Plants 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind
of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Transport via Plants 6th-level conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: 1 round This spell creates a magical link between a Large or larger inanimate plant within
range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Transport via Plants Level 6 Conjuration (Druid) Casting Time: Action
Range: 10 feet
Components: V, S
Duration: 1 minute
This spell creates a magical link between a Large or larger inanimate
plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Command Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a one-word command to a creature you can see within
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find the Path Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute
Range: Self
Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP)
Duration
: Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Command Level 1 Enchantment (Bard, Cleric, Paladin) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a one-word command to a creature you can see within
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fear 3rd-level illusion Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a white feather or the heart of a hen) Duration: Concentration, up to 1 minute You project a phantasmal
spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fear 3rd-level illusion Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a white feather or the heart of a hen) Duration: Concentration, up to 1 minute You project a phantasmal
spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Eyebite Level 6 Necromancy (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the duration, your eyes become an
each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell. Asleep
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eyebite 6th-level necromancy Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the spell’s duration, your eyes become an inky void imbued with dread
your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. Asleep. The






