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Returning 35 results for 'both both devil create rays'.
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Spells
Player’s Handbook
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the
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
Spectator
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use
":"3d10","rollType":"damage","rollAction":"Wounding Ray","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator
Chain Devil
Legacy
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Monsters
Basic Rules (2014)
devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
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.
Equipment
Scrawled in devil’s ichor, this tome describes the rites necessary to achieve immortality in undeath. The book includes instructions for crafting a soulstone and imbuing it with power
grimoire, you must be a spellcaster who can cast spells of 7th level or higher. If you spend 80 hours over a period of 30 days or fewer studying the book, you learn the ritual to create a soulstone and turn
Monsters
Curse of Strahd
grown a new arm to replace the one he had lost.
The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames
to put the fear of the devil in every Vallakian.
Doll Collector. Perhaps more disturbing than his fiendish arm and his murderous nature is Izek’s collection of dolls, which he keeps in his
Monsters
Baldur’s Gate: Descent into Avernus
Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an
other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.
To replenish her legions, Zariel needs the souls of mortals to create
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead.
Magic
gruesome demon-slaying machines.
To replenish her legions, Zariel needs the souls of mortals to create lemure;lemures, which she can then promote to higher forms of devils. She is keenly interested in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time
devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited
Monsters
Curse of Strahd
giving the devil his heart's desire, I bring salvation to him and his land.”
Bond. “I love the creatures I create, including my beautiful golems and mongrelfolk.”
Flaw. “I can't be corrupted. My
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->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->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->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->Uni and the Hunt for the Lost Horn
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
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->D&D Beyond Basic Rules
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
monsters
actions at the start of its turn.
Devil’s Hiss. The rakshasa issues a command to the Handler or a creature charmed by it. If the target can hear the rakshasa and is within 120 feet of it, it moves
create particularly comfortable areas in which to stretch out and relax. When a creature starts a short rest in such an area, it must succeed on a VDC Wisdom saving throw or fall asleep for the rest
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
create three rays with the spell and you have a +3 Charisma modifier, you could reroll one of the damage dice for each ray, or two of the damage dice for one ray and one of the damage dice for another
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
least make it momentarily predictable. And, I fear, suspicious of thee. Ye could choose an easier career than adventuring.
— Elminster
Use Antimagic Freely Although a beholder can’t use its rays on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in “Devil True Names and Talismans” in the Monster Manual), instead of binding the devil into service, the summoner can create a ritual circle that allows the devil to forge a deal. Once the deal is
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in “Devil True Names and Talismans” in the Monster Manual), instead of binding the devil into service, the summoner can create a ritual circle that allows the devil to forge a deal. Once the deal is
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
create three rays with the spell and you have a +3 Charisma modifier, you could reroll one of the damage dice for each ray, or two of the damage dice for one ray and one of the damage dice for another
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
monsters
its turn.
Devil’s Hiss. The rakshasa issues a command to the Handler or a creature charmed by it. If the target can hear the rakshasa and is within 120 feet of it, it moves up to half its speed
Your Feet. Creatures have a tendency to always land on their feet, gaining advantage on any ability checks or saving throws they make to prevent falling prone.
Sunbeams. Sunbeams create particularly
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in “Devil True Names and Talismans” in the Monster Manual), instead of binding the devil into service, the summoner can create a ritual circle that allows the devil to forge a deal. Once the deal is
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
least make it momentarily predictable. And, I fear, suspicious of thee. Ye could choose an easier career than adventuring.
— Elminster
Use Antimagic Freely Although a beholder can’t use its rays on
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
create three rays with the spell and you have a +3 Charisma modifier, you could reroll one of the damage dice for each ray, or two of the damage dice for one ray and one of the damage dice for another
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
least make it momentarily predictable. And, I fear, suspicious of thee. Ye could choose an easier career than adventuring.
— Elminster
Use Antimagic Freely Although a beholder can’t use its rays on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Reactions
Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones
Chain Devil (Kyton) This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as