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Returning 35 results for 'hover of higher missile'.
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Spells
Player’s Handbook
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spells
Player’s Handbook
Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and
it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
.
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
Mod
Save
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
Spells
Acquisitions Incorporated
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather’s magic with this improved version of the
a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead
Abjurer
Legacy
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Monsters
Volo's Guide to Monsters
,* magic missile, shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of
cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical
Monsters
Waterdeep: Dragon Heist
Spellcasting. Manshoon's Simulacrum is an 18th-level spellcaster, with no spell slots of 6th level and higher. His spellcasting ability is Intelligence (spell save DC 21, +15;{"diceNotation":"1d20+15
grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, lightning bolt, sending
4th
Conjurer
Legacy
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Monsters
Volo's Guide to Monsters
with spell attacks). The conjurer has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile
): cloudkill,* conjure elemental*
*Conjuration spell of 1st level or higher
Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the
Monsters
Waterdeep: Dragon Heist
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
level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
Illusionist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
,* disguise self,* mage armor, magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer
*
*Illusion spell of 1st level or higher
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes
Monsters
Princes of the Apocalypse
Grim Harvest. Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level.
Spellcasting. Oreioth is a 6th
following wizard spells prepared:
Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): false life, mage armor, magic missile, ray of sickness
2nd level
Enchanter
Legacy
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Monsters
Volo's Guide to Monsters
with spell attacks). The enchanter has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
with two hands.Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that
Monsters
Spelljammer: Adventures in Space
to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed
aloofness. They simply hover in silence. When a zodar finally performs some significant action, the reasons for that action aren’t always clear.
One interpretation of this behavior posits that
Monsters
Acquisitions Incorporated
Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
following wizard spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): disguise self, Jim's magic missile,* shield, mage armor
2nd level (3
Monsters
Tales from the Yawning Portal
bolt, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, unseen servant*
2nd level (3 slots): detect thoughts, flaming sphere
(1 slot): circle of death
* Conjuration spell of 1st level or higher
Turn Resistance. Var has advantage on saving throws against any effect that turns undead.Paralyzing Touch. Melee Spell Attack: +9
Monsters
Thieves’ Gallery
Handbook. On a roll of 2 or higher, Simon casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: mage hand, minor illusion, prestidigitation, speak
with dead (Simon must be holding his deathly token to cast this spell)
2/day each: fog cloud, mage armor, magic missile, spider climb
1/day each: Bigby's hand, major imageSheltering Shield (3/Day
Monsters
Icewind Dale: Rime of the Frostmaiden
damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Vampiric Touch"} for each
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
Magic Items
Baldur’s Gate: Descent into Avernus
radiant damage.
Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90
feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
Truesight. Your eyes become luminous pools of silver. You can see in
Summon Aberration
Legacy
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Spells
Tasha’s Cauldron of Everything
action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
, use the higher level wherever the spell’s level appears in the stat block.
Aberrant Spirit
Medium aberration
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for
Summon Elemental
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Elemental Spirit
Medium elemental
Armor Class 11 + the level of the spell (natural armor
Spells
The Book of Many Things
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 30 ft., fly 30 ft. (hover)
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
dies, the spirit disappears, or the spirit uses this action again.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Jim’s Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, R (1 gp) Duration: Instantaneous Any apprentice wizard can cast a boring old magic missile. Sure, it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara
casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into. Some spells, such as magic missile and cure wounds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she
higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into
Magic Items
Lost Laboratory of Kwalish
crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely
Summon Undead
Legacy
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Spells
Tasha’s Cauldron of Everything
your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Undead Spirit
Medium undead
Armor Class 11 + the level of the spell (natural armor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your
choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Level Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking
wish at 9th. Cantrips -- simple but powerful spells that characters can cast almost by rote -- are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell. Spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your
choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slot When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a
level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Level Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking
wish at 9th. Cantrips — simple but powerful spells that characters can cast almost by rote — are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. Spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slot When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell takes on the higher level for that casting. For instance, if a Wizard casts Magic Missile using a
level 2 slot, that Magic Missile is level 2. Effectively, the spell expands to fill the slot it is put into. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.