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Returning 35 results for 'measured spell with only arcane from for leave'.
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measure spell with only arrange from for level
measure spell with only arcane from for level
measured spell with only arrange from for level
measures spell with only arcana from for level
measures spell with only arcane from for level
Monsters
Monster Manual
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.Multiattack. The archmage makes four Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell
Arcane Burst. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 120 ft. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3
Monsters
Monster Manual
Magic Resistance. The helmed horror has Advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator
. Typical choices include Heat Metal, Lightning Bolt, and Magic Missile.Multiattack. The helmed horror makes two Arcane Sword attacks.
Arcane Sword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Monsters
Monster Manual
Multiattack. The mage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or
range 120 ft. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells
Monsters
Monster Manual
Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.Multiattack. The mind flayer makes three Arcane Tentacles attacks.
Arcane Tentacles. Melee
or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Tentacles"}, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage
Magic Items
Dungeon Master’s Guide
that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Monsters
Monster Manual
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer’s next turn.Psychic
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can
Monsters
Monster Manual
Haunted Zone. Constitution Saving Throw: DC 17, any creature that casts a spell while inside the revenant’s space. Failure: The spell fails and is wasted.
Undead Restoration. If the revenant
Hit Points, a swallowed creature can leave the revenant’s space only by using magic that enables planar travel, such as the Plane Shift spell.PoisonNecrotic, Psychic
Magic Items
Dungeon Master’s Guide
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
Monsters
Monster Manual
following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):
2/Day Each: Arcane Eye, Detect Magic, Locate Object 1/Day: Legend LorePortent (Recharge
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Magic Items
Dungeon Master’s Guide
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
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
’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use
Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the
Spells
Player’s Handbook
held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Monsters
Monster Manual
of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good, Thaumaturgy1/Day Each: Detect Magic, Dispel
actions. The sphinx regains all expended uses at the start of each of its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack
Spells
Player’s Handbook
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Spells
Player’s Handbook
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all
Magic Items
Dungeon Master’s Guide
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Classes
Player’s Handbook
, crystal;Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Spells
Player’s Handbook
sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
Spells
Player’s Handbook
nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can
transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Spells
Player’s Handbook
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
Spells
Player’s Handbook
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent
Spells
Player’s Handbook
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Monsters
Eberron: Forge of the Artificer
spellcasting ability (spell save DC 14):
At Will: Alarm, Arcane Lock, Mage Armor (included in AC)
1/Day: Dispel MagicProtective Magic (3/Day). The warden casts Counterspell or Shield in response to the spell
Magic Resistance. The warden has Advantage on saving throws against spells and other magical effects.Multiattack. The warden makes two Arcane Whip attacks. It can replace one attack with a use of
Spells
Forgotten Realms: Heroes of Faerûn
Arcane wards protect you against magic for the duration. You have Advantage on saving throws against spells and magical effects. Additionally, if you succeed on a saving throw against a spell or magical effect and would normally take half as much damage, you instead take no damage.
Monsters
Netheril’s Fall
Magic Resistance. The eddy has Advantage on saving throws against spells and other magical effects.Multiattack. The eddy makes two attacks, using Searing Swipe or Arcane Bolt in any combination
’s choice).
Arcane Bolt. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Bolt"}, range 120 ft. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
Magic Resistance. Manshoon has Advantage on saving throws against spells and other magical effects.Multiattack. Manshoon makes three Arcane Burst attacks. He can replace two attacks with a use of
Spellcasting.
Arcane Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft., or range 120 ft. Hit: 32 (4d12 + 6);{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Mage Armor (included in AC), Mage Hand, Minor Illusion
1/Day: Summon Fiend (demon only)Some drow pursue arcane study
drow casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14, +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Netheril’s Fall
, Major Image, and Mirage Arcane one additional time that day.
Spellcasting. The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting
ability (spell save DC 17):
At Will: Command (level 3 version), Detect Magic, Detect Thoughts, Mage Hand
1/Day Each: Clairvoyance, Geas, Major Image, Mirage ArcaneProtective Magic (3/Day). The phaerimm
Monsters
Eberron: Forge of the Artificer
.
Spellcasting. The artificer casts one of the following spells, using its Tinker’s Tools as an Arcane Focus and using Intelligence as the spellcasting ability (spell save DC 14):
At Will:
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Properties of the Crystal. While attuned to the crystal, you gain the following benefits:
Arcane Focus. You can use the Calimemnon Crystal as an Arcane Focus.
Flight. You have a Fly Speed of 30 feet and
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The






