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Returning 35 results for 'makes spell with only across for for line'.
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.
Magic Items
Dungeon Master’s Guide
each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing
than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and
Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
Magic Items
Dungeon Master’s Guide
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
Spells
Player’s Handbook
and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Magic Items
Dungeon Master’s Guide
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
Magic Items
Dungeon Master’s Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
Magic Items
Dungeon Master’s Guide
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
Magic Items
Dungeon Master’s Guide
originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
Spells
Player’s Handbook
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb
Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board’s surface, answering your questions by pointing to the letters or words on the board.
Spell
Charge Cost
Augury
1
Commune
3
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Monsters
Monster Manual
creature, the marid suffers none of the spell’s stress. Once the marid has cast it three times, the marid can’t do so again for 365 days.Multiattack. The marid makes three Aquatic Lash attacks
the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Spellcasting"} to hit
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rend
", "rollType":"recharge", "rollAction":"Lightning Breath"} Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
Monsters
Monster Manual
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8);{"diceNotation":"9d8", "rollType":"damage
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
90-foot-long, 10-foot-wide Line. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"acid breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
Monsters
Monster Manual
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6
-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.Lightning
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend
in a 15-foot-long, 5-foot-wide Line. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.Acid
Magic Items
Dungeon Master’s Guide
Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can’t be caught in webs
of any sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Cold
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Line. Failure: 60 (11d10);{"diceNotation":"11d10", "rollType":"damage", "rollAction":"Lightning Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Spellcasting. The dragon
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
-long, 10-foot-wide Line. Failure: 88 (16d10);{"diceNotation":"16d10", "rollType":"damage", "rollAction":"lightning breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
movement.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2
Spells
Player’s Handbook
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can
Monsters
Monster Manual
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
90-foot-long, 5-foot-wide Line. Failure: 58 (13d8);{"diceNotation":"13d8", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
Monsters
Monster Manual
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3
-wide Line. Failure: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Lightning Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.Lightning
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend
creature in a 30-foot-long, 5-foot-wide Line. Failure: 49 (14d6);{"diceNotation":"14d6", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.Acid
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
Rend. Melee Attack Roll: +8
.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line






