Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'misses some with only affect from for level'.
Other Suggestions:
miles some with only affect from for level
missed some with only affect from for level
mists some with only affect from for level
masses some with only affect from for level
Spells
Player’s Handbook
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
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
As your attack hits or misses the target, the weapon or ammunition you’re using transforms into a lightning bolt. Instead of taking any damage or other effects from the attack, the target takes
much damage on a successful one.
The weapon or ammunition then returns to its normal form.
Using a Higher-Level Spell Slot. The damage for both effects of the spell increases by 1d8 for each spell slot level above 3.
Spells
Player’s Handbook
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it
Spells
Player’s Handbook
move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you
or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
Spells
Player’s Handbook
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
Spells
Player’s Handbook
, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the
Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
Monsters
Tyranny of Dragons
Special Equipment. Rath has a staff of fire, and three spell scroll;spell scrolls: dimension door, feather fall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster. His spellcasting
spell list:
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Tyranny of Dragons
Special Equipment. Azbara has two spell scroll;spell scrolls of mage armor.
Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target
them equal to 1 + the spell’s level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
Spellcasting
Monsters
Acquisitions Incorporated
Strike"} damage of the same type dealt by the weapon.
Fey Ancestry. Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Omin is a 9th-level
spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, divine favor, shield of faith
2nd level (3 slots): enhance ability, hold
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Monsters
Icewind Dale: Rime of the Frostmaiden
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
(at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation
1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level
level of the spell on a failed save, or half as much damage on a successful one.Multiattack. The flail snail makes five Flail Tentacle attacks.
Flail Tentacle. Melee Weapon Attack: +5;{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
object.
Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand
, message, prestidigitation, ray of frost
1st level (4 slots): detect magic, thunderwave
2nd level (3 slots): —
3rd level (3 slots): counterspellWithering Touch. Melee Weapon Attack: +6
Monsters
Fizban's Treasury of Dragons
fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Spells
Elemental Evil Player's Companion
using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell
War Priest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). The enchanter has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
Animal Friendship
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and
. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural
Globe of Invulnerability
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them
Color Spray
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you
creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Antimagic Shell"}:
1
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
Feats
Player’s Handbook (2024)
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Blindsight. You have
make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Sleep
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are
aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Etherealness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the
cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Summon Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
+ the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil Only
required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single






