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Returning 35 results for 'measured spells with only allies form for lasts'.
Spells
Player’s Handbook
or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Object into Creature. You can turn an object into any
creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
Spells
Player’s Handbook
limited by the Beast form’s anatomy, and it can’t cast spells. The target’s equipment melds into the new form, and the target can’t use any of that equipment while in that form.
The
target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected
Monsters
Monster Manual
Pack Tactics. The jackalwere has Advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Multiattack. The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only). Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.Claw. Melee Attack
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
that spell again.
Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.
Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can
Spells
Player’s Handbook
. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target
’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
False Aura (Object). You change the way the target appears to spells and magical
Spells
Player’s Handbook
.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
Magic Items
Dungeon Master’s Guide
.
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 must expend to cast the spell
Wall of Thorns
6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree
Monsters
Monster Manual
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite (Wolf or Hybrid Form Only). Melee
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Magic Items
Dungeon Master’s Guide
enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Magic Items
Dungeon Master’s Guide
This Tiny pot bears relief scenes of heroes on its cast-iron sides.
You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
Monsters
Monster Manual
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
(escape DC 13), and it has the Restrained condition until the grapple ends.
Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no Material components and
Magic Resistance. The yuan-ti has Advantage on saving throws against spells and other magical effects.Multiattack. The yuan-ti makes two Poison Burst attacks, and it can use Spellcasting to cast
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Poison Ray", "rollDamageType":"Poison"} Poison damage.
Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no Material
Magic Resistance. The yuan-ti has Advantage on saving throws against spells and other magical effects.Multiattack. The yuan‑ti makes two attacks, using Bite or Poison Ray in any combination, and it
Monsters
Monster Manual
Magic Resistance. The yuan-ti has Advantage on saving throws against spells and other magical effects.Multiattack. The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast Suggestion
":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage.
Spellcasting (Yuan-ti Form
Spells
Player’s Handbook
to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or
smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
":"Claw", "rollDamageType":"Poison"} Poison damage.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
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
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
Monsters
Monster Manual
condition. Success: Half damage only.
Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell
Magic Resistance. The yuan-ti has Advantage on saving throws against spells and other magical effects.Multiattack. The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast Suggestion
Spells
Player’s Handbook
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
Monsters
Monster Manual
":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Air.
Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects.
Wishes
whirlwind lasts until the djinni’s Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns.
Whenever the whirlwind enters a creature’s
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
":"damage", "rollAction":"Caustic Lash", "rollDamageType":"Acid"} Acid damage.
Spellcasting. The yochlol casts one of the following spells, requiring no Material components and using Charisma as the
Spells
Player’s Handbook
. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature
free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
", "rollAction":"Chaos Claw"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Detect
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
origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The
Monsters
Monster Manual
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared
", "rollDamageType":"Piercing"} Piercing damage.
Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save
Monsters
Monster Manual
into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
;t transformed.
Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm






