Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bottom both devil casting rays'.
Other Suggestions:
button both deal casting rare
bottom both devil casting ray
bottle both deal casting rare
Monsters
Bigby Presents: Glory of the Giants
before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.Multiattack. The hellion makes two Morningstar
sometimes leads the giants to a fascination with the Blood War—the endless conflict between demons and devils across the Lower Planes. Such a giant might enter into a pact with a powerful devil
Magic Items
Baldur’s Gate: Descent into Avernus
Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed
in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
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
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
one damage roll of a spell, not multiple rolls. So with Scorching Ray, I don’t add my Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
one damage roll of a spell, not multiple rolls. So with Scorching Ray, I don’t add my Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
one damage roll of a spell, not multiple rolls. So with Scorching Ray, I don’t add my Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The teleport trap in area 40c Additional Effect: Summoned Devil. After a creature triggers the trap and is teleported away, an ice devil appears in the trap’s space and attacks any other creatures it
sees at the same moment a booming voice shouts, “Teleported!” The devil doesn’t trigger any of the teleport traps on this level. It disappears when reduced to 0 hit points or after 1 minute. Each time
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The teleport trap in area 40c Additional Effect: Summoned Devil. After a creature triggers the trap and is teleported away, an ice devil appears in the trap’s space and attacks any other creatures it
sees at the same moment a booming voice shouts, “Teleported!” The devil doesn’t trigger any of the teleport traps on this level. It disappears when reduced to 0 hit points or after 1 minute. Each time
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
dormant during the day, retreating to resting places hidden from foes and the sun’s searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire’s grim sanctuary
.
Vampire Resting Places 1d6 The Vampire’s Resting Place Is...
1 Among the roots of a dead tree.
2 At the bottom of a stagnant pool.
3 A coffin filled with grave dirt.
4
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The teleport trap in area 40c Additional Effect: Summoned Devil. After a creature triggers the trap and is teleported away, an ice devil appears in the trap’s space and attacks any other creatures it
sees at the same moment a booming voice shouts, “Teleported!” The devil doesn’t trigger any of the teleport traps on this level. It disappears when reduced to 0 hit points or after 1 minute. Each time
Compendium
- Sources->Dungeons & Dragons->Monster Manual
dormant during the day, retreating to resting places hidden from foes and the sun’s searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire’s grim sanctuary
.
Vampire Resting Places 1d6 The Vampire’s Resting Place Is...
1 Among the roots of a dead tree.
2 At the bottom of a stagnant pool.
3 A coffin filled with grave dirt.
4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
dormant during the day, retreating to resting places hidden from foes and the sun’s searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire’s grim sanctuary
.
Vampire Resting Places 1d6 The Vampire’s Resting Place Is...
1 Among the roots of a dead tree.
2 At the bottom of a stagnant pool.
3 A coffin filled with grave dirt.
4
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
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
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
options on a single spell. Can you use one option multiple times? A sorcerer can use one Metamagic option once in the casting of a spell, not the same option more than once. For instance, a sorcerer can’t
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
options on a single spell. Can you use one option multiple times? A sorcerer can use one Metamagic option once in the casting of a spell, not the same option more than once. For instance, a sorcerer can’t
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
options on a single spell. Can you use one option multiple times? A sorcerer can use one Metamagic option once in the casting of a spell, not the same option more than once. For instance, a sorcerer can’t
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
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
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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dust Devil 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you
can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a
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
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
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






