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Returning 35 results for 'more set with only area force for led'.
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Magic Items
Dungeon Master’s Guide
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet
Spells
Player’s Handbook
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or
enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
Monsters
Monster Manual
. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the
", "rollType":"damage", "rollAction":"Fist", "rollDamageType":"Force"} Force damage.Protection. Trigger: An attack roll hits the wearer of the guardian’s amulet while the wearer is within 5 feet of
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object 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
Magic Items
Dungeon Master’s Guide
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.
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
.
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
Magic Items
Dungeon Master’s Guide
Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet
within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation
Spells
Player’s Handbook
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
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
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
.
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
Magic Items
Dungeon Master’s Guide
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of 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 6 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
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
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Monsters
Monster Manual
":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10- foot Cube of it disintegrates into dust. Success: Half damage. Failure
150-foot Cone. Until the start of the beholder’s next turn, that area acts as an Antimagic Field spell, and that area works against the beholder’s own Eye Rays.
Magic Items
Dungeon Master’s Guide
A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Monsters
Monster Manual
", "rollAction":"Disintegration Ray", "rollDamageType":"Force"} Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success
imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area can’t regain Hit Points until the start of the death tyrant’s next turn. An intact Humanoid corpse
Spells
Player’s Handbook
appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Spells
Player’s Handbook
.
Teleportation Outcome
Familiarity
Mishap
Similar Area
Off Target
On Target
Permanent circle
—
—
—
01–00
Linked object
—
—
—
01–00
. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar
Spells
Forgotten Realms: Heroes of Faerûn
Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
’t take this action again until the start of his next turn.Lich Founder of a Dracolich Cult
Sammaster founded and led the Cult of the Dragon, a secret, evil organization dedicated to
Magic Items
Forgotten Realms: Adventures in Faerûn
The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow
is set a black diamond whose depths swirl with weird, malignant energy.
Myrkul created the Crown of Horns at the height of his power. When Myrkul was slain by Mystra, he imbued the crown with his
Pick, Miner's
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
A miner's pick is designed to concentrate the force of its blow on a small area.
Bead of Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead
Alarm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or
larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm
Equipment
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking (6d6) force damage on a failed save or half as much damage on a successful one.
Magmin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for
Arcane Lock
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed
. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"force
"} force damage.
Flailing Claws (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flailing Claws"}. The dhergoloth moves up to its speed in a straight line and targets each
Magic Items
Legendary Magic Items
, object, or area affected by it is even partly in the pulse’s area.
Wave of Force. The antimagic pulse is strong enough to knock down creatures close to you. Each creature within 30 feet of you must
antimagic pulse in a 300-foot-radius sphere centered on yourself. The pulse has the following effects:
Magic Item Disjunction. Potions and scrolls in the area are destroyed. All other magic items in the
Monsters
The Book of Many Things
saving throw. On a failed save, the creature takes 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Hollow Void", "rollDamageType":"force"} force damage and has the stunned condition
’s turn. The champion regains spent legendary actions at the start of its turn.
Crush. The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Slippery Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though
, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a webshrouded, gloomy, and treacherous place.
Chitines resemble spiders, but they behave more like
Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Arcane Cataclysm","rollDamageType":"force"} force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
Monsters
Spelljammer: Adventures in Space
first spelljamming helm;spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of
space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully
Monsters
Candlekeep Mysteries
(1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an object.
Legendary Resistance (3/Day). If
(9d6 + 3);{"diceNotation":"9d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Quests from the Infinite Staircase
cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sage’s next turn.
Spellcasting. The tower sage casts
elder sage.
Tower sages are the only folk capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance.
Tower Stewards
For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions.






