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Returning 35 results for 'casting wrapped reaches'.
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calling wrapped reach
calling wrapped races
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Monsters
Monster Manual
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Split
Monsters
Monster Manual
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
Monsters
Monster Manual
is destroyed if its penalty reaches −5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
False Appearance. If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a
ship that aren’t enclosed become difficult terrain until the effect ends. The web is impervious to damage but is destroyed by a successful casting of dispel magic (DC 18).
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
the farthest reaches of Eldraine out of an insatiable curiosity.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Spells
Xanathar's Guide to Everything
pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6
rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space
spells
As part of casting this spell, you must expend seven Hit Dice or the spell automatically fails. Your body is wrapped in clotted blood. Whenever a creature within 5 feet of you hits you with a melee
Monsters
Mordenkainen's Fiendish Folio Volume 1
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the air are actually withered corpses standing upright on a ledge two feet above the floor.
Creatures. Once the lead character in the party reaches the midway point of the east–west passage, fifteen
zombies animate and attack. These corpses don’t register as undead to a casting of detect evil and good until after they animate. Disease. After combat with the zombies is finished, each character who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the air are actually withered corpses standing upright on a ledge two feet above the floor.
Creatures. Once the lead character in the party reaches the midway point of the east–west passage, fifteen
zombies animate and attack. These corpses don’t register as undead to a casting of detect evil and good until after they animate. Disease. After combat with the zombies is finished, each character who
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Monster Manual.
Statues. The main cave has a 40-foot-high ceiling filled with the petrified victims of a medusa that once lived here. The drider has wrapped these statues in thick webs, creating an
eerie forest of gray cocoons. Strung between these cocoons are web strands that create difficult terrain.
The drider clings to the walls, staying out of reach of melee weapons while casting spells or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Monster Manual.
Statues. The main cave has a 40-foot-high ceiling filled with the petrified victims of a medusa that once lived here. The drider has wrapped these statues in thick webs, creating an
eerie forest of gray cocoons. Strung between these cocoons are web strands that create difficult terrain.
The drider clings to the walls, staying out of reach of melee weapons while casting spells or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Seeming 5th-level illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: 8 hours This spell allows you to change the appearance of any number of creatures that you can see within
touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tsunami 8th-level conjuration Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range
. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tsunami Level 8 Conjuration (Druid) Casting Time: 1 Minute
Range: 1 Mile
Components: V, S
Duration: 6 Rounds
A wall of water springs into existence at a point you choose within range. You can
only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the