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Returning 35 results for 'more several with only above for for level'.
Spells
Player’s Handbook
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Spells
Player’s Handbook
simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
Monsters
Curse of Strahd
spell.
Spellcasting. Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting
"} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell
Monsters
Curse of Strahd
Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
Monsters
Fizban's Treasury of Dragons
gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.
Spellcasting
seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds
Monsters
Spelljammer: Adventures in Space
spells, using Wisdom as the spellcasting ability (spell save DC 16):
2/day each: cure wounds (8th-level version), hold person
1/day each: divination, sending, word of recallStar
their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the
Monsters
The Wild Beyond the Witchlight
, teleport, wishNegate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or
lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 22 Intelligence saving throw, or the spells fails and has no effect.Iggwilv can take 3 legendary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls
the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
Monsters
Lost Laboratory of Kwalish
Special Equipment. Mary wears bracers of defense and a ring of protection, and carries a deck of several things (see appendix D).
Fey Presence (Recharges after a Short Rest). Mary can cause each
saving throws against being charmed, and magic can’t put her to sleep.
Spellcasting. Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation
Magic Missile
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Scorching Ray
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage
.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Morkoth
Legacy
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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
monsters
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
formative influence.
Manshoon made many enemies and sought to preserve his power by crafting several clones. A magical accident decades ago caused all his clones to activate at once and fight against
monsters
three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 5 version).
Eldritch Burst. Melee or
spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fly, Invisibility, Lightning Bolt (level 5 version), Mage Hand
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level The following encounter locations are keyed to map 15. The most distinguishing feature of the level is a gaping chasm that borders several dungeon corridors and chambers (see
area 40 for details). View Player Version The Obstacle Course is mostly devoid of furnishings, since the level was designed explicitly to dispose of intruders in an efficient yet entertaining manner.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 8. Many tunnels and caves of Slitherswamp are partially flooded with water, ranging from a few inches to several feet in
depth, over a layer of thick mud. Areas marked as swamp on the map are difficult terrain for any creature that lacks a swimming speed. View Player Version This entire level is wet and humid. Ordinary frogs, toads, and insects thrive here.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Magic Missile Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3G. Unused Chamber Originally, this level of the barracks was used for storage and for training during severe weather. Several fencing dummies and targets still stand around the room, but they fall apart if put to hard use.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
3G. Unused Chamber Originally, this level of the barracks was used for storage and for training during severe weather. Several fencing dummies and targets still stand around the room, but they fall apart if put to hard use.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your
choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your
choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Magic Missile Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
several. Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Magic Missile Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Tunnel Plexus The natural tunnel that descends from level 16 levels out before splitting into several passages that connect to areas 2, 5, and 6. These passageways have uneven floors and ceilings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Lava Children and Friends Several lava children (see appendix A) brought to Undermountain by Halaster’s apprentice Trobriand have migrated from level 13 to the Obstacle Course and taken residence
around a lava-filled chasm in the heart of the level, joining the magma mephits that dwell there. Netherskull terrorizes the lava children and magma mephits from time to time, but not enough to force






