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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
                                                
                                            
                                                
                                                     take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image
                                                
                                            
                                                
                                                     is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a spectral sword that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the
                                                
                                            
                                                
                                                     target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    .
Sling. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
                                                
                                            
                                                
                                                    ", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Musket. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Musket"} to hit, range 40
                                                
                                            
                                                
                                                     enemy strongholds. Each one is adept at softening up the enemy from a distance with firearms before charging into melee to mop up the foes that remain standing.
Giff
It’s easy to spot giff in a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2);{"diceNotation":"1d12+2","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    ":"Musket","rollDamageType":"piercing"} piercing damage.
Pistol. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Double-Barreled Musket"} to hit, range 40/120 ft., one target. Hit: 28 (4d12 + 2);{"diceNotation":"4d12+2","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     of giff shock trooper;giff shock troopers.
Giff
It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and its associated ports, giff
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     one Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Poisonous Thorn"} to hit, reach 5 ft. or range 120 ft., one
                                                
                                            
                                                
                                                     dryads are immune to this toxic bog’s deleterious effects.
A deadbark dryad is typically bound to the spot where it failed to protect its charge. When a dryad transforms into a deadbark dryad
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2);{"diceNotation":"1d12+2","rollType":"damage","rollAction
                                                
                                            
                                                
                                                    ":"Musket","rollDamageType":"piercing"} piercing damage.
Pistol. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Acid Squirt. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Acid Squirt"} to hit, range 20/40 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
                                                
                                            
                                                
                                                     is delicious. But did the spigot really have to be placed in that spot?
A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType
                                                
                                            
                                                
                                                     demands that I strike out on my own while my comrades-in-arms waste time deliberating.”
Combat Notes
Molliver likes to get up close and personal in fights. If they’re caught in a tight spot
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Juiblex makes three Acid Lash attacks.
Acid Lash. Melee or Ranged Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Acid Lash"} to hit, reach 10 ft. or range 60/120 ft
                                                
                                            
                                                
                                                     of the following lair actions; it can’t take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     beaches, outcroppings, and islands below. It has the following features:
Outcropping. A flat outcropping with sheer limestone sides, mostly bare, offers a comfortable spot where the dragon can bask
                                                
                                            
                                                
                                                     one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     cliffs, 50 feet above the sandy beaches, outcroppings, and islands below. It has the following features:
Outcropping. A flat outcropping with sheer limestone sides, mostly bare, offers a comfortable spot
                                                
                                            
                                                
                                                     telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Slashing"} Slashing damage.
Needles. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Needles"}, range 30/60 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1
                                                
                                            
                                                
                                                     forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights can’t pass as either normal plants or woodland travelers. Once they spot
                                                
                                            
                                        
                                                    Dancing Lights
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
                                                
                                            
                                                
                                                    You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one
                                                
                                            
                                        
                                                    Dimension Door
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe
                                                
                                            
                                        
                                                    Silent Image
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image
                                                
                                            
                                                
                                                     is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can
                                                
                                            
                                        
                                                    Mordenkainen's Sword
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of
                                                
                                            
                                                
                                                     the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
                                                
                                            
                                        
                                                    Major Image
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
                                                
                                            
                                                
                                                     move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and
                                                
                                            
                                        
                                                     Spells
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must
                                                
                                            
                                        
                                                    Private Sanctum
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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 or until you use an action to
                                                
                                            
                                                
                                                     warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
                                                
                                            
                                        
                                                    Mordenkainen's Private Sanctum
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    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 or until you use an action to
                                                
                                            
                                                
                                                     warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
                                                
                                            
                                        
                                                    Giff
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2);{"diceNotation":"1d12+2","rollType":"damage","rollAction":"Musket
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} piercing damage.
Pistol. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2
                                                
                                            
                                        
                                                     Spells
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an
                                                
                                            
                                        
                                                    Antipathy/Sympathy
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify
                                                
                                            
                                                
                                                    . While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and
                                                
                                            
                                        
                                                    Earthquake
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point
                                                
                                            
                                                
                                                    , 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
                                                
                                            
                                                
                                                     exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
                                                
                                            
                                                
                                                     7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Dimension Door  4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
                                                
                                            
                                                
                                                     arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
                                                
                                            
                                                
                                                     arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound
                                                
                                            
                                                
                                                    , smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound
                                                
                                            
                                                
                                                    , smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear
                                                
                                            
                                        





