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Returning 35 results for 'makes spell with only allow fails for light'.
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makes spell with only also fails for light
makes spell with only allows fails for light
makes spell with only ally fails for light
makes spell with only arrow fails for light
Monsters
Monster Manual
half damage if it fails. It can’t use this trait if it has the Incapacitated condition.Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination
Poisoned condition until the start of the assassin’s next turn.
Light Crossbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Light Crossbow"}, range 80
Magic Items
Dungeon Master’s Guide
Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
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
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
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A
Spells
Player’s Handbook
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also
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
.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
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
action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Spells
Player’s Handbook
light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
Magic Items
Dungeon Master’s Guide
side).
4
Two claws extend from the front side of the apparatus.
The claws retract.
5
Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning
damage.
Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15).
6
The apparatus walks or swims forward provided its
Spells
Player’s Handbook
vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15
feet.Multiattack. The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination.
Flame Scepter. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Spells
Player’s Handbook
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
Monsters
Monster Manual
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
hag casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn
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
casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Invisibility, Mage Hand, Shatter 1/Day
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
.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Invisibility, Mage
Monsters
Monster Manual
Resistances. See Living Shadow.
Living Shadow. While in Dim Light or Darkness, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in
sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Spells
Player’s Handbook
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it
can’t benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Monsters
Monster Manual
Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical
effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
Spells
Player’s Handbook
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Spells
Player’s Handbook
12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes
Spells
Player’s Handbook
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
successful check, the creature is no longer buried. Success: Half damage only.
Control Weather. The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the
Monsters
Monster Manual
caster’s spellcasting ability. The stored spell is then lost.Multiattack. The guardian makes two Fist attacks.
Fist. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can
Spells
Player’s Handbook
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire
damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
Monsters
Monster Manual
Multiattack. The thri-kreen makes three Psionic Lance attacks.
Psionic Lance. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Psionic Lance"}, reach 10
the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Mage Hand (the hand is Invisible)1/Day Each: Detect Thoughts, Sending, Synaptic StaticPsychic
Monsters
Monster Manual
Multiattack. The githyanki makes three Draconic Strike attacks.
Draconic Strike. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Draconic Strike
Dragon's Breath", "rollDamageType":"Force"} Force damage. Success: Half damage.
Spellcasting. The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the
Monsters
Monster Manual
makes two Bog Staff attacks. It can replace any attack with a use of Spellcasting to cast Ray of Sickness.
Bog Staff. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
(spell save DC 13, +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Druidcraft, Ray of Sickness 1/Day Each: Speak with Plants, Vitriolic SphereLeap. The bullywug can jump up to 30 feet by spending 10 feet of movement.
Spells
Player’s Handbook
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the
Spells
Player’s Handbook
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6
Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.






