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Returning 35 results for 'cube into casting being spider next'.
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cube into casting being side next
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
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
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
5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Magic Items
Dungeon Master’s Guide
This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.
Poison Resistance. You have Resistance to Poison damage.
Spider
Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can’t be caught in webs
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to
Monsters
Monster Manual
"} Psychic damage, and the target has the Frightened condition until the end of its next turn.
Enervation Ray. Constitution Saving Throw: DC 14. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Enervation Ray", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.Claw. Melee Attack
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
the yochlol’s destination space. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, it has the Incapacitated condition.PoisonCold, Fire, LightningShape
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don&rsquo
Monsters
Monster Manual
Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check.Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two
destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper’s next turn.
Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it.
Monsters
Monster Manual
Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The ettercap ignores movement restrictions caused by webs
(1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the ettercap’s next
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
Spells
Player’s Handbook
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Spells
Player’s Handbook
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Monsters
Monster Manual
target has the Frightened condition until the end of its next turn. Success: Half damage only.
Slowing Ray. Constitution Saving Throw: DC 17. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target can’t take Reactions; its Speed is halved; and it can take
Monsters
Monster Manual
Frightened condition until the end of its next turn. 4: Slowing Ray. Constitution Saving Throw: DC 16. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Slowing Ray
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
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
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
Monsters
Monster Manual
damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target’s Speed is reduced to 0 until the end of its next turn.3: Raging Storm. A storm cloud
", "rollType":"damage", "rollAction":"Raging Storm", "rollDamageType":"Thunder"} Thunder damage. Success: Half damage.4: Swallowing Earth. Strength Saving Throw: DC 23, each creature in a 90-foot Cube
Magic Items
Dungeon Master’s Guide
the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Spells
Player’s Handbook
that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly
.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
Spells
Player’s Handbook
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within
Magic Items
Dungeon Master’s Guide
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
effect until the start of your next turn.
Necrotic Resistance. You have Resistance to Necrotic damage.
Sentience. The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampire can’t take this action again until the start of its next
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
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
creature hasn’t observed the spider move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the spider is anything other than an asteroid
Monsters
Vecna: Eve of Ruin
Magic Resistance. The spiderdragon has advantage on saving throws against spells and other magical effects.
Spider Climb. The spiderdragon can climb difficult surfaces, including upside down on
of spiders. Though spiderdragons were not created in the Abyss or by Lolth’s faithful, worshipers of the Spider Queen claim that spiderdragons are a gift from their deity, as spiderdragons are
Monsters
The Book of Many Things
conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin’s next turn. A creature that starts its turn in the cube or that enters that
saving throw or have the charmed condition until the end of the creature’s next turn. The creature must use its action praising Oddlewin.
Oddlewin can’t regain hit points, including
Spells
Fizban's Treasury of Dragons
must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2
Bouquets of flowers appear all around, and each creature in the cube must succeed on a
Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3
Each creature in the cube must succeed on a Wisdom saving throw or begin giggling
Monsters
Vecna: Eve of Ruin
take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Web Bomb", "rollDamageType":"acid"} acid damage and have the restrained condition until the start of the spider’s next
Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without
Monsters
Guildmasters’ Guide to Ravnica
trees must be Large or bigger.Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.
Constrict. Melee Weapon Attack: +11
artifact, the item’s magic is suppressed until the start of Trostani’s next turn.
Wrath of Mat’Selesnya (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Wrath of
Monsters
Tales from the Yawning Portal
1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
Monsters
Tales from the Yawning Portal
spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
Speak with Animals. The nereid can comprehend and
next turn.
Drowning Kiss (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Drowning Kiss"}. The nereid touches one creature it can see within 5 feet of it. The target must succeed