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Returning 35 results for 'masses spells with only area for for led'.
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Magic Items
Dungeon Master’s Guide
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Magic Items
Dungeon Master’s Guide
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must
Spells
Player’s Handbook
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional
Spells
Player’s Handbook
it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Spells
Player’s Handbook
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
the area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise
Spells
Player’s Handbook
creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3
or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
Spells
Player’s Handbook
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Spells
Player’s Handbook
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder
Magic Items
Dungeon Master’s Guide
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
Magic Items
Dungeon Master’s Guide
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Magic Items
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
existence and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or
Monsters
Monster Manual
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Spellcasting. The dracolich casts one of the following spells, requiring no Material components and using Charisma as the
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
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
of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone
Monsters
Bigby Presents: Glory of the Giants
hulk. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Mud Splash", "rollDamageType":"bludgeoning
"} bludgeoning damage on a failed save, or half as much damage on a successful one. The affected area is difficult terrain until the start of the mud hulk’s next turn.The ancestors of mud hulks
Magic Items
Tasha’s Cauldron of Everything
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Monsters
Van Richten’s Guide to Ravenloft
centered on itself. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Virulent Miasma","rollDamageType
into a dragon’s maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see
Monsters
Bigby Presents: Glory of the Giants
Death Burst. When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw
Water. Others lurk in isolated rifts in enormous polar glaciers.
Smaller and weaker than their ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical
Monsters
Planescape: Adventures in the Multiverse
already consumed.
Magic Resistance. The eater of knowledge has advantage on saving throws against spells and other magical effects.Multiattack. The eater of knowledge makes two Slam attacks. If both
following spells, requiring no spell components and using Intelligence as its spellcasting ability (spell save DC 15). It must have consumed the requisite number of brains to cast the spell, as
Monsters
The Wild Beyond the Witchlight
following spells, using Charisma as the spellcasting ability:
At will: dancing lights, message, prestidigitationWitchlight hands are the backbone of the Witchlight Carnival, a motley collection of
, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans.
Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses.
Monsters
Bigby Presents: Glory of the Giants
splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or
for 24 hours.
Spellcasting. The fensir casts one of the following spells, using Intelligence as the spellcasting ability:
1/day each: create or destroy water, detect magic, pass without traceFensir
Monsters
The Wild Beyond the Witchlight
following spells, using Charisma as the spellcasting ability:
At will: dancing lights, message, prestidigitationWitchlight hands are the backbone of the Witchlight Carnival, a motley collection of
, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans.
Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses.
Monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
","rollAction":"Mind Blast"}. The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4);{"diceNotation":"3d8
Monsters
Baldur’s Gate: Descent into Avernus
Amphibious. Crokek'toeck can breathe air and water.
Magic Resistance. Crokek'toeck has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crokek'toeck's weapon
;barlguras, 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Disgorge Allies"} gnoll;gnolls led by 1 gnoll fang of Yeenoghu, 6d6;{"diceNotation":"6d6","rollType":"roll","rollAction":"Disgorge
Monsters
The Book of Many Things
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Detect Magic, Mage Armor (self only)
2/day each: Blight, Blindness/Deafness
. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets.
The Grim Champions
The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion
Magic Items
Tasha’s Cauldron of Everything
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying
Monsters
The Book of Many Things
storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw
fire, Wynemar embodies the havoc of violence and war. She rides a flaming steed that uses the nightmare stat block but is an Undead instead of a Fiend.
The Grim Champions
The Grim Harrow is led by
Monsters
Planescape: Adventures in the Multiverse
darkweaver can’t take the same lair action two rounds in a row:
Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an
area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by
Monsters
Vecna: Eve of Ruin
.
Legendary Resistance (3/Day). If Miska fails a saving throw, he can choose to succeed instead.
Magic Resistance. Miska has advantage on saving throws against spells and other magical effects.
Spider
.
Spellcasting. Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: Disguise Self, Invisibility, Mage Hand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.
When girallons can’t climb, they stalk the forest floor, lurk in narrow
of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body
Magic Items
Princes of the Apocalypse
remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage
Dungeon Master’s Guide.
Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s






