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Returning 35 results for 'both before descends cast rays'.
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Monsters
Monster Manual
’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
use of Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 13 (1d10 + 8);{"diceNotation":"1d10+8
Monsters
Monster Manual
uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray
use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 19 (2d8 + 10
Magic Items
Forgotten Realms: Adventures in Faerûn
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
attuned to the crystal, you are unaffected by the aura, and you can take a Magic action to disable or enable the aura.
Healing/Damage Rays. While holding the crystal, you can take a Magic action to fire
Flameskull
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no somatic or material components to cast its spells
Monsters
Waterdeep: Dungeon of the Mad Mage
);holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She requires no somatic or material components to cast her spells. Trenzia has the
Scorching Ray
Legacy
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Spells
Basic Rules (2014)
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage
.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For
Monsters
Baldur’s Gate: Descent into Avernus
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
":"Scorching Ray"} to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage
Monsters
Candlekeep Mysteries
. As an action, the golem can expend 1 charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its
golem’s chest, hidden behind an 9-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like the rays of the sun
Monsters
Infernal Machine Rebuild
innately cast the following spells, requiring no components:
At will: detect evil and good, detect thoughts
1/day each: etherealness, true seeingMultiattack. The eye of fear and flame makes two claw
":"1d12+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Gemstone Eyes. The eye of fear and flame shoots one of the following magical eye rays, choosing one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
of a spell, even if the spell allows more than one roll. So, for example, a Sorcerer with Elemental Affinity adds their Charisma modifier to only one of the rays of a Scorching Ray. Can Empowered
Spell affect all the rays of a Scorching Ray spell or just one? A Sorcerer’s Empowered Spell could affect more than one ray of a Scorching Ray, abiding by the feature’s die limit. For instance, if you
Monsters
Eberron: Rising from the Last War
":"slashing"} slashing damage.
Eye Ray. Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:
1. Psyche-Reconstruction Ray
succeed on a DC 22 Intelligence saving throw or take 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollDamageType":"psychic"} psychic damage and be unable to cast spells or activate magic items
Monsters
Fizban's Treasury of Dragons
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
sapphire gemstones, particularly underground.
Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
component, then it’s impossible for anyone to perceive the spell being cast. So, since you can’t see the casting, counterspell is of no use. Metamagic rules state you can’t use multiple Metamagic
improves one of the rays of a scorching ray spell or one of the beams of an eldritch blast spell. Can Empowered Spell affect all the rays of a scorching ray spell, or just one? A sorcerer’s Empowered
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Ixitxachitl Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister
intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname “demon rays
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
rays from its eyes and dreadful spells called up from the dark recesses of its memory. Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames
, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bearded devil face, painted green. Forlorn cries echo from the black void of its gaping maw.
The devil face forms the mouth of a 5-foot-wide cylindrical shaft that descends 10 feet before opening up in
(DC 16) cast on the darkness dispels it. If the darkness is dispelled, its fading essence magically coalesces into a swarm of bats that flies up out of the shaft and attacks any creatures in the room.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast
Compendium
- Sources->Dungeons & Dragons->Monster Manual
turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses
Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the death tyrant dies or moves its lair elsewhere, these effects end immediately. A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great
.
Actions
Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack Roll: +9, reach 5 feet. Hit: 13 (2d8 + 4) Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
eye of fear and flame’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: detect evil and good, detect
., one target. Hit: 9 (1d12 + 3) slashing damage.
Gemstone Eyes. The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it.
Eye of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K8. Great Entry Cobwebs stretch between the columns that support the vaulted ceiling of a great, dusty hall dimly lit by sputtering torches in iron sconces. The torches cast odd shadows across the
area K9. The wide staircase leads up to area K19. If the characters are here by invitation, add the following: An elf with brown skin and long black hair descends the wide staircase, quiet as a cat. He
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to extract the mithral from the pillars proves futile.)
Xindulus. An invisible ultroloth named Xindulus guards a secret door leading to a 10-foot-wide spiral staircase that descends to level 22 (see
stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and suffers a psychic shock. While suffering this shock, the character has disadvantage on attack rolls and ability checks, and must attempt a DC 10 Constitution check to cast a spell. On a failed
check, the spell cannot be cast, though the spell slot is not expended. The character can make another saving throw to end the effect each time he or she finishes a long rest. Treasure Arcane
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
descends from the ceiling above the altar, splitting in two before it embeds itself into the stone.
The smiling figure depicted in the frescoes is the chaotic evil storm god Talos, who can be
cast the lightning bolt spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.
Once the altar bestows this benefit, it can’t do so again until it recharges. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and suffers a psychic shock. While suffering this shock, the character has disadvantage on attack rolls and ability checks, and must attempt a DC 10 Constitution check to cast a spell. On a failed
check, the spell cannot be cast, though the spell slot is not expended. The character can make another saving throw to end the effect each time he or she finishes a long rest. Treasure Arcane
Monsters
Fizban's Treasury of Dragons
edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark.
Hoard
. Natural stone within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
turns angry as it emits rays of searing light. Each creature within 30 feet of the sun that doesn’t have total cover against it must succeed on a DC 14 Dexterity saving throw or be struck by a ray
properties when it shoots its rays or is destroyed. Treasure The jewelry box and the sarcophagus contain treasure. Jewelry Box. The cockroach-shaped jewelry box is made of gold, set with precious gems
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to cast plane shift, delivering itself and the characters to a field in the Outlands (see the Dungeon Master’s Guide for more information about this plane of existence). There they must wait for the
disassembling the tracks behind the train and passing them forward so the locomotive can lay down new tracks in front of itself.
As the train descends to ground level, its horn blares once more. It swerves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
alcove, drips down the walls, and accumulates in the west end of the room before slowly leaking out through smaller cracks in the floor. The water is tepid, and not fit for drinking unless a purify food and drink spell is cast on it.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
gizzards. Instructors use them to help student-mages practice their aim with magical rays. When a character strikes the top of a wizard gizzard, it shoots a sphere made of magic out of its attached funnel
noises when they shoot their spheres. Students joke that the spheres begin to look like gizzards, hence their name. Every term, students collect cast-off wizard gizzards that have grown too






