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Returning 35 results for 'both bolts diffusing casting return'.
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Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
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
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
Clone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after
clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, curses, or similar effects; if 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
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Monsters
Bigby Presents: Glory of the Giants
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
an action to break away the ice. A creature hindered by ice has its speed reduced to 0.
Lightning Bolts. Bolts of lightning strike down. Each creature in the cylinder must succeed on DC 25 Dexterity
Astral Projection
Legacy
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Spells
Basic Rules (2014)
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
Blink
Legacy
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Spells
Basic Rules (2014)
and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"recharge", "rollAction":"Lightning Barrage"}. The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a DC 22
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
Bugbear
Legacy
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Species
Volo's Guide to Monsters
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
. If the brother gods are angry with them, they let the bugbears know with bolts of lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
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
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chain Lightning Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (three silver pins)
Duration: Instantaneous
You launch a lightning bolt toward a
target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara tries to cut off the party’s escape by casting web across the tunnel ahead. In addition to giving chase, the drow in the pursuit party pepper the characters with poisoned crossbow bolts, hoping to
, although she and others from Velkynvelve might reappear when the adventurers return to the Underdark (see chapter 15, “The City of Spiders”). If you want to extend the chase, the drow could pursue the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Chain Lightning Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (three silver pins)
Duration: Instantaneous
You launch a lightning bolt toward a
target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chain Lightning 6th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chain Lightning 6th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Swift Quiver Level 5 Transmutation (Ranger) Casting Time: Bonus Action
Range: Self
Components: V, S, M (a Quiver worth 1+ GP)
Duration: Concentration, up to 1 minute
When you cast the spell
and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each
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
, requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cordon of Arrows 2nd-level transmutation Casting Time: 1 action Range: 5 feet Components: V, S, M (four or more arrows or bolts) Duration: 8 hours You plant four pieces of nonmagical ammunition
—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first
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
region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Monsters
Fizban's Treasury of Dragons
notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech” and try to converse with them by humming
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cordon of Arrows Level 2 Transmutation (Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (an ornamental braid)
Duration: 8 hours
You touch up to four nonmagical Arrows or Bolts
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Aftermath If the party defeats the cultists, they find that each of them bears a tattoo of three parallel lightning bolts on their forearms. If any are taken prisoner and questioned, they answer with
. The council asks the party to sneak into town and assess the situation there. If the town is no longer safe, the settlers must return to Neverwinter in defeat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits led by one bandit captain. The bandits try to take out sentinels outside the camp perimeter first. Otherwise, the attack starts with a volley of sixteen bolts, lit on fire and all directed at
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Storm of Vengeance Level 9 Conjuration (Druid) Casting Time: Action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S, M (a fan and a feather)
Duration: Concentration, up to 1 minute
A wall of strong wind rises
brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.






