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Returning 35 results for 'both block down casting raise'.
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Monsters
Bigby Presents: Glory of the Giants
can raise abundant moral questions for good-aligned characters. At minimum, make sure all your players are comfortable with that kind of quandary before presenting it in your game.
If you need a stat
block for a giant who is less than full grown, use the following guidelines (inspired by the examples presented in the Storm King’s Thunder adventure).
For a giant child, use the commoner stat
Magic Items
Mythic Odysseys of Theros
you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Monsters
Icewind Dale: Rime of the Frostmaiden
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
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
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
by the creature that slays him (see the Last Wish trait in Nafas’s stat block).Lightning, ThunderPoison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
. Instead, their names are listed in a separate “Utility Spells” section at the end of the stat block. After each spell name, the casting time is indicated in superscript, as shown in the Casting Times
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
storm giant king is being held by casting a speak with dead spell on Lord Drylund’s corpse. If that option is unavailable to them, they can raise Lord Drylund from the dead. If they lack the means to
do so themselves, they can bring Lord Drylund’s body to a temple in any major city and pay to have the raise dead spell cast. The party must provide the material component of the spell (a diamond
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gentle Repose 2nd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there
on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gentle Repose Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (2 Copper Pieces, which the spell consumes)
Duration: 10 days
You
, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gentle Repose Level 2 Necromancy (Cleric, Paladin, Wizard) Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (2 Copper Pieces, which the spell consumes)
Duration: 10 days
You
, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gentle Repose 2nd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there
on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
attention when spoken to, laughing at jokes, and joining in with games and singing. Every so often, you can raise the carnival’s mood by 1 step (see “Tracking Mood” earlier in the chapter) if the
by 1 step as 1d6 Witchlight hands (chaotic good; see the stat block earlier in the chapter) escort the troublemakers to the gates.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
toddlers can be dangerous, they’re no match for adventurers who can handle giant parents. Young giants are no more inherently evil than any other free-willed creature, so fighting and killing them can raise
abundant moral questions for good-aligned characters. At minimum, make sure all your players are comfortable with that kind of quandary before presenting it in your game.
If you need a stat block
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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 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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
block could represent a sapient alien if you raise its Intelligence and Charisma to 10 or so. It’s usually best to leave its Strength, Dexterity, and Constitution scores alone, as changes to these
Minor Alterations You can change the superficial details of a creature’s appearance however you like, and you can alter any of the following pieces of a monster’s stat block without impacting its
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. They move to block the doorway opposite where you entered.
If the characters approach the phantom guards, they raise their swords threateningly. But they can cause no harm, for they are just images
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect. Damage Notation A stat block usually provides both a number and a die expression for each
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
; it was tarnished in a way the Knights of Solamnia from old stories would surely have avoided. When the characters identify themselves, the guards raise the gate’s portcullis and admit them into the
soldiers. They use the wight stat block with the following changes: They wear plate armor and have AC 18. They don’t have the Sunlight Sensitivity trait. The wights refuse to speak, and their armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual
takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect. Damage Notation A stat block usually provides both a number and a die expression
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
walls contain alcoves, and standing in each alcove is a tall, rough block of amber. Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in
death at the hands of one or more creatures that hate it. When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master’s control (use the stat block in the Monster
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks






