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Returning 35 results for 'cantrip wall reverse'.
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cantrip wall reverts
cantrips will reverse
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cantrip well revere
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Monsters
Guildmasters’ Guide to Ravnica
, fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.
Cantrip. Niv-Mizzet casts one of his cantrips
Monsters
Waterdeep: Dungeon of the Mad Mage
invisibility, polymorph
5th level (2 slots): animate objects, wall of force
6th level (1 slot): create undead, flesh to stone
7th level (1 slot): finger of death
Legendary Resistance (3/Day). If Muiral fails
at the end of another creature's turn. Muiral regains spent legendary actions at the start of his turn.
Cast Cantrip. Muiral casts a cantrip.
Lunging Attack (Costs 2 Actions). Muiral makes one
Monsters
Waterdeep: Dungeon of the Mad Mage
thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, polymorph, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
Monsters
Eberron: Rising from the Last War
): freedom of movement, Mordenkainen's faithful hound
5th level (2 slots): animate objects, wall of force
Warforged Resilience. The Lord of Blades has advantage on saving throws against being poisoned, is
, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10
Monsters
Waterdeep: Dungeon of the Mad Mage
, polymorph
5th level (3 slots): animate objects, telekinesis
6th level (1 slot): disintegrate, flesh to stone
7th level (1 slot): reverse gravity, teleport
8th level (1 slot): feeblemind, maze
9th
regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions
Monsters
Icewind Dale: Rime of the Frostmaiden
, fireball, fly
4th level (3 slots): banishment, fire shield
5th level (2 slots): Bigby's hand, Rary's telepathic bondFire Bolt (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to
charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
","rollType":"damage","rollAction":"Wave Touch","rollDamageType":"cold"} cold damage.
Ray of Frost (Cantrip). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ray of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invulnerability, plane shift, wall of forceThe githzerai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet’s spellcasting ability for this spell.
Reverse Gravity. Baphomet chooses a
Magic Items
Quests from the Infinite Staircase
cast the spell, the last of the remaining fuel is expended, and the flame goes out.
Lenses
Lens Color
Spell
Fuel Cost
Amethyst
Reverse Gravity
3,000 gp
Diamond
Disintegrate
2,000 gp
Emerald
Haste
500 gp
Jacinth
Flame Strike
1,000 gp
Ruby
Hold Monster
1,000 gp
Sapphire
Fear
500 gp
Topaz
Slow
500 gp
Any four colors
Prismatic Wall
Backgrounds
Guildmasters’ Guide to Ravnica
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
Backgrounds
Guildmasters’ Guide to Ravnica
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The anarch casts the reverse
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Transport via Plants
Wall of Thorns
Wind Walk
7th Level Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th Level Animal Shapes
Antipathy
Daylight
Dispel Magic
Feign Death
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control
Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Transport via Plants
Wall of Thorns
Wind Walk
7th Level Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th Level Animal Shapes
Antipathy
Daylight
Dispel Magic
Feign Death
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control
Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Breathing
Water Walk
4th Level Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rests open atop a wooden lectern bolted to the floor. Set into the wall behind the lectern are eight human skeletons, arranged so that they appear to be falling and screaming.
The skeletons are
bearing one line of the poem. The book is open to pages 4 and 5 when the characters first arrive. Hidden in the leg of the lectern, on the side facing the east wall, is a secret compartment that can be
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rests open atop a wooden lectern bolted to the floor. Set into the wall behind the lectern are eight human skeletons, arranged so that they appear to be falling and screaming.
The skeletons are
bearing one line of the poem. The book is open to pages 4 and 5 when the characters first arrive. Hidden in the leg of the lectern, on the side facing the east wall, is a secret compartment that can be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
ability to make the weapon attack as a bonus action. That said, a DM would break nothing in the system by allowing an Eldritch Knight to reverse the order of the cantrip and the weapon attack. If my
Magic feature mean the bonus attack comes after you cast the cantrip, or can it come before? The bonus action comes after the cantrip, since using your action to cast a cantrip is what gives you the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
ability to make the weapon attack as a bonus action. That said, a DM would break nothing in the system by allowing an Eldritch Knight to reverse the order of the cantrip and the weapon attack. If my
Magic feature mean the bonus attack comes after you cast the cantrip, or can it come before? The bonus action comes after the cantrip, since using your action to cast a cantrip is what gives you the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Locate Creature
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Locate Creature
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
your choice
Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
Spellcasting (Healer). The spellcaster’s spellcasting ability is
Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
Spellcasting (Mage). The spellcaster’s spellcasting ability is Intelligence (spell save
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
east corner of the north wall. The gricks can’t open it.
The top half of the room is under the effect of a permanent reverse gravity spell. The effect takes hold of any creature or object more than
. Trapped Fellow Gricks. Five gricks lurk in the diagonal hallway to the south. They attack all who enter.
Trapped Adventurer. The sound of weeping comes from behind a closed door in the west wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
east corner of the north wall. The gricks can’t open it.
The top half of the room is under the effect of a permanent reverse gravity spell. The effect takes hold of any creature or object more than
. Trapped Fellow Gricks. Five gricks lurk in the diagonal hallway to the south. They attack all who enter.
Trapped Adventurer. The sound of weeping comes from behind a closed door in the west wall






