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Returning 35 results for 'bolt barrier diffusing creatures returns'.
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Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Spells
Player’s Handbook
it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
Spells
Player’s Handbook
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes
much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)Poison
Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Spells
Player’s Handbook
creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
Spells
Player’s Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Spells
Player’s Handbook
physical objects, energy, or other 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
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
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
container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the
Monsters
Monster Manual
":"Lightning"} Lightning damage. Success: Half damage.
Swallow. Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23
Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any
Spells
Player’s Handbook
.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied
turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.
Rotting Claw (Putrid Only). Melee
Magic Items
Dungeon Master’s Guide
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97
You cast Polymorph, targeting the creature closest to the chosen point of
Monsters
Eberron: Forge of the Artificer
Aberrant Surge. When the ruffian casts Witch Bolt, roll 1d8. On an even number, the ruffian gains a number of Temporary Hit Points equal to the number rolled. On an odd number, one creature of the ruffian
’s choice within 30 feet of it takes Force damage equal to the number rolled; if no other creatures are in range, it takes the damage.Spear. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20
Monsters
Forgotten Realms: Adventures in Faerûn
Hit Points. Success: The target is immune to this werewyvern’s curse for 24 hours.Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into
Large wyvern, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
-Shifting;shape-shifts into a Small swan, or it returns to its true humanoid form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 5 version).
Eldritch Burst. Melee or
spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fly, Invisibility, Lightning Bolt (level 5 version), Mage Hand
Monsters
Astarion's Book of Hungers
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Forgotten Realms: Adventures in Faerûn
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
(1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Dread Dagger", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The dagger magically returns to Karas’s hand immediately
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
clever wizard returns each time to steer the Cult of the Dragon into more desperate and sinister plots.Necrotic, PoisonAcid, Cold, Lightning
Monsters
Forgotten Realms: Adventures in Faerûn
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
past, but the clever wizard returns each time to steer the Cult of the Dragon into more desperate and sinister plots.Acid, Necrotic, Poison
Magic Items
Forgotten Realms: Adventures in Faerûn
horizontally for every 1 foot it descends in the air. If a creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Heroes of Faerûn
creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder.
Mobility Wonder (Common). While inactive, the mobility wonder
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Scroll of Protection
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything
.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Globe of Invulnerability
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, mage armor
1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of forceArcane Ward (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
":"Arcane Ward"}. When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier
Lightning Arrow
Legacy
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Spells
Player’s Handbook (2014)
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning
within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.The piece of ammunition
Monsters
Bigby Presents: Glory of the Giants
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
.
Death Bolt (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Death Bolt"}. The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in
Antilife Shell
Legacy
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Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Monsters
Baldur’s Gate: Descent into Avernus
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
Empyrean
Legacy
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Monsters
Monster Manual (2014)
of the empyrean’s next turn.
Bolt. Ranged Spell Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Bolt"} to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of
the following types (empyrean’s choice): acid;{"diceNotation":"7d6","rollType":"damage","rollAction":"Bolt","rollDamageType":"acid"}, cold;{"diceNotation":"7d6","rollType":"damage","rollAction
Spirit Naga
Legacy
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight
Monsters
The Wild Beyond the Witchlight
quarterstaff.Multiattack. Kelek makes three attacks using Sorcerer’s Bolt, Staff of Striking, or a combination of them. He can replace one of the attacks with a use of Spellcasting.
Sorcerer
’s Bolt. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Sorcerer's Bolt"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d12);{"diceNotation






