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Returning 35 results for 'dancing spell'.
Monsters
Monster Manual
.
Spellcasting. The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each: Detect Thoughts, Fly, Sleep
Monsters
Monster Manual
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each
Monsters
Monster Manual
(spell save DC 13, +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Druidcraft, Ray of Sickness 1/Day Each: Speak with Plants, Vitriolic SphereLeap. The bullywug can jump up to 30 feet by spending 10 feet of movement.
Monsters
Monster Manual
, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
At Will: Dancing Lights, Mage Hand, Minor Illusion1/Day Each: Hallucinatory Terrain, PolymorphSuperior
Invisibility. The dragon casts Greater Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Mage Hand, Minor
IllusionSuperior Invisibility. The dragon casts Greater Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
, +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
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
Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
Monsters
Eberron: Forge of the Artificer
turn.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At Will: Dancing Lights, Ray of Sickness
Monsters
Netheril’s Fall
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Dancing Lights, Minor Illusion
1/Day Each: Hypnotic Pattern, Major
Monsters
Eberron: Forge of the Artificer
Charisma as the spellcasting ability (spell save DC 17):
At Will: Dancing Lights, Darkness, Minor IllusionUmbragen drow are the descendants of drow who fled the giants and found refuge
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Mage Armor (included in AC), Mage Hand, Minor Illusion
1/Day: Summon Fiend (demon only)Some drow pursue arcane study
drow casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14, +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Forgotten Realms: Adventures in Faerûn
and using Charisma as the spellcasting ability (spell save DC 11):
At Will: Dancing Lights
1/Day: Faerie FireDrow of Lolth defend cities in the Underdark and raid the surface in the name of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage.
Dancing Lights. The rothé casts dancing lights, requiring no spell components and using Wisdom as the spellcasting ability.Deep rothé are Underdark cattle
that communicate with one another using the dancing lights spell. Some scholars speculate that rothé came originally from the Feywild and brought the ability to cast the spell with them. Other
Otto's Irresistible Dance
Legacy
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Spells
Basic Rules (2014)
this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this
spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Monsters
Ghosts of Saltmarsh
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, minor illusion, ray of frost
1st level (4 slots): charm person, color spray, magic missile, silent
Spellcasting. Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Pixie
Legacy
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Monsters
Monster Manual (2014)
Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma (spell save DC 12
). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: druidcraft
1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel
Monsters
Guildmasters’ Guide to Ravnica
hit with spell attacks). It knows the following bard spells:
Cantrips (at will): dancing lights, minor illusion, vicious mockery
1st level (4 slots): bane, dissonant whispers, silent image, Tasha's
Spellcasting. The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to
Abjurer
Legacy
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Monsters
Volo's Guide to Monsters
with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor
Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit
Magic Items
Bigby Presents: Glory of the Giants
’t have the loading property. The base of the weapon is emblazoned with the light rune.
Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will.
Invoking
the Rune. As an action, you can invoke the weapon’s rune to cast the sunbeam spell (save DC 17) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Strixhaven: A Curriculum of Chaos
":"slashing"} slashing damage. If the target is a Large or smaller creature, it is knocked prone.
Dancing Elements Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dancing
cover) and taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Dancing Elements Breath", "rollDamageType":"fire"} fire damage and 38 (7d10);{"diceNotation":"7d10", "rollType
feats
Charisma score by 1, to a maximum of 20.
Moon Magic. You know your choice of the Dancing Lights or Light cantrip. Choose one level 1 spell that creates or emits light, such as Color Spray or Faerie Fire
, from the Druid, Sorcerer, or Wizard spell lists. You always have that spell and the Moonbeam spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either
Drow Mage
Legacy
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Monsters
Monster Manual (2014)
Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The
drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks
Warlock of the Archfey
Legacy
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Monsters
Volo's Guide to Monsters
Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: disguise self
, mage armor (self only), silent image, speak with animals
1/day: conjure fey
Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6
Necromancer
Legacy
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Monsters
Volo's Guide to Monsters
hit with spell attacks). The necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life,* mage armor
Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"spell","rollAction":"Spellcasting"} to
Monsters
Waterdeep: Dragon Heist
.
Spellcasting. Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
attacks). She has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd
Monsters
Mordenkainen Presents: Monsters of the Multiverse
necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: dancing lights, mage hand, prestidigitation
2/day each: bestow curse
Multiattack. The necromancer makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit
Draegloth
Legacy
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Monsters
Volo's Guide to Monsters
Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting. The draegloth's innate spellcasting ability is Charisma (spell
save DC 11). The draegloth can innately cast the following spells, requiring no material components:
At will: darkness
1/day each: confusion, dancing lights, faerie fireMultiattack. The draegloth
Nezznar the Black Spider
Legacy
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Monsters
Lost Mine of Phandelver
disadvantage on attack rolls when he or his target is in sunlight.
Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
At will: dancing lights
1
/day each: darkness, faerie fire (save DC 12)
Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5;{"diceNotation":"1d20+5
Monsters
Out of the Abyss
Divine Eminence. As a bonus action, Asha can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Divine
Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Asha expends a spell slot of 2nd level or higher, the extra damage increases
Illusionist
Legacy
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Monsters
Volo's Guide to Monsters
hit with spell attacks). The illusionist has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
1st level (4 slots): color spray
Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to
Monsters
Infernal Machine Rebuild
":"Spellcasting"} to hit with spell attacks). He has the following artificer spells prepared:
Cantrips (at will): dancing lights, light, message, shocking grasp
1st level (4 slots): comprehend languages
his artificial mind.
Spellcasting. Moghadam is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction
Monsters
Out of the Abyss
Fey Ancestry. Hanne has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. Hanne's spellcasting ability is Charisma (spell save DC 11). She
can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Hanne has disadvantage on
Monsters
Phandelver and Below: The Shattered Obelisk
or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Poison Blast"} to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType
":"damage", "rollAction":"Poison Blast", "rollDamageType":"poison"} poison damage.
Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC
Monsters
Planescape: Adventures in the Multiverse
spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights
1/day each: comprehend languages, hypnotic patternThe muses of the Society of Sensation are performers
Multiattack. The muse makes two Beguiling Resonance attacks.
Beguiling Resonance. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Beguiling Resonance
Monsters
Out of the Abyss
against magic.
Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will
: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Spellcasting. Yantha is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13). She has the