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                        Returning 35 results for 'forming spell'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    As a Magic action, you can open or close this bottle.
Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within
                                                
                                            
                                                
                                                     to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
                                                
                                            
                                                
                                                     a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes
                                                
                                            
                                                
                                                     2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
                                                
                                            
                                                
                                                     the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At
                                                
                                            
                                                
                                                     attack—and then they are the last thing their victims see.
A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At
                                                
                                            
                                                
                                                    -forming in the Abyss, siphoning its essence into themselves.
drow shadowblade (summoner variant);Variant: Demon Summoning
Some drow shadowblades have an action that allows them to summon a demon
                                                
                                            
                                        
                                                    Yeenoghu
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
                                                
                                            
                                                
                                                    ). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
                                                
                                            
                                                
                                                     is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    . Iymrith casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 20):
1/day each: detect magic, dispel magic, ice storm, stone
                                                
                                            
                                                
                                                     throw at the end of each of its turns, ending the effect on itself on a success.
Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ’luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: alter self (can become Medium when changing
                                                
                                            
                                                
                                                     topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.
The challenge rating of Fraz-Urb’luu is 24 (62,000
                                                
                                            
                                        
                                                    Imp (Familiar Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
                                                
                                            
                                                
                                                     attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                    Lightning Bolt
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6
                                                
                                            
                                                
                                                     this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
                                                
                                            
                                        
                                                    Quasit (familiar variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its
                                                
                                            
                                                
                                                     (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    Cube of Force
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
                                                
                                            
                                                
                                                    , and ceilings can pass through at your discretion.
3
3
Living matter can't pass through the barrier.
4
4
Spell effects can't pass through the barrier.
5
5
Nothing can pass through
                                                
                                            
                                        
                                                    Witch Bolt
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
                                                
                                            
                                                
                                                    , the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your
                                                
                                            
                                        
                                                    Adult Silver Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
                                                
                                            
                                                
                                                    ’t need to be outdoors; otherwise the effect is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or
                                                
                                            
                                        
                                                    Ancient Silver Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , forming structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Cold
                                                
                                            
                                                
                                                     fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fly, Invisibility, Lightning Bolt (level 5 version), Mage Hand
                                                
                                            
                                                
                                                     to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Valindra can expend a use to
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    , the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them
                                                
                                            
                                                
                                                    .)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Lightning Bolt Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a bit of fur and a crystal rod)
 Duration: Instantaneous
 A stroke of lightning forming
                                                
                                            
                                                
                                                     damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Lightning Bolt Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a bit of fur and a crystal rod)
 Duration: Instantaneous
 A stroke of lightning forming
                                                
                                            
                                                
                                                     damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Lightning Bolt Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
 Range: Self
 Components: V, S, M (a bit of fur and a crystal rod)
 Duration: Instantaneous
 A stroke of lightning forming
                                                
                                            
                                                
                                                     damage on a successful one. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Eversmoking Bottle Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation
                                                
                                            
                                                
                                                     feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target
                                                
                                            
                                                
                                                     takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12
                                                
                                            
                                                
                                                     Lightning damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on
                                                
                                            
                                                
                                                     a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     royal family could poison a meal and declare it “safe” after taking a bite.
There are legends of certain yuan-ti infiltrating human cities and forming deadly covert societies that sell
                                                
                                            
                                                
                                                     drugs and spell scrolls, blackmail merchants, and influence kings. But lacking any proof, I can’t believe such tales.
— Volo
Ye should.
— Elminster
Roleplaying a Yuan-ti
When
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The walls rise 10 feet, then angle inward, forming a pyramidal roof with a 40-foot-high apex. Inscribed on the sloped north wall is a 10-foot-tall Dwarvish rune that glows with a faint blue light.
 Any
                                                
                                            
                                                
                                                     character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning “cold.” A detect magic spell reveals an aura of conjuration magic around the rune. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on
                                                
                                            
                                                
                                                     a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halaster’s yawning face, the mirror forming his
                                                
                                            
                                                
                                                    . (The hook horrors pose no danger in their current state. Casting a greater restoration spell or similar magic on one restores it to flesh and blood, whereupon it attacks.)
 The mirror looks like one of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
                                                
                                            
                                                
                                                     matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can’t pass through the barrier. 4 4 Spell effects can’t pass through the barrier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
                                                
                                            
                                                
                                                     matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can’t pass through the barrier. 4 4 Spell effects can’t pass through the barrier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     formerly calm river, a surge of water rises, forming a towering wave that flings boats onto the banks. The massive wave crests in a mighty swell crashing toward the crowded shore and riverine temple
                                                
                                            
                                                
                                                     the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     is too heavy to be moved with a mage hand spell but responds to a telekinesis spell. If three creatures stand around the glass cylinder, forming the points of a triangle around it, the cylinder turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this tactic, he has the hallucinatory terrain spell prepared instead of Evard’s black tentacles, seeming instead of cloudkill, and rope trick instead of alter self. 8a. False Impasse Thanks to Orl’s
                                                
                                            
                                                
                                                     hallucinatory terrain spell, this 20-foot-high cavern appears to be filled from wall to wall with a pool of bubbling acid. The caustic scent of the acid seems real to any creature that approaches this
                                                
                                            
                                        





