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Returning 35 results for 'moved spell with only after from for led'.
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Spells
Player’s Handbook
moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a
spell ends.
Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
Spells
Player’s Handbook
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
Magic Items
Dungeon Master’s Guide
identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar
Spells
Player’s Handbook
space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Spells
Player’s Handbook
structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and
Magic Items
Dungeon Master’s Guide
;t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Spells
Player’s Handbook
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it 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 its trigger and choose which effect the
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
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half
his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths
Monsters
Princes of the Apocalypse
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth*
1st level (4 slots): earth
Monsters
The Book of Many Things
", "rollDamageType":"bludgeoning"} bludgeoning damage plus 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Blight Staff", "rollDamageType":"necrotic"} necrotic damage.
Plague Bolt. Ranged Spell
Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Plague Bolt"} to hit, range 120 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction
Monsters
Strixhaven: A Curriculum of Chaos
Multiattack. The pledgemage makes two Exponential Lash attacks.
Exponential Lash. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Exponential Lash"} to
damage.
Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: guidance, mage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
é moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Gore", "rollDamageType
":"piercing"} piercing damage.
Dancing Lights. The rothé casts dancing lights, requiring no spell components and using Wisdom as the spellcasting ability.Deep rothé are Underdark cattle
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Ram", "rollDamageType":"force"} force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC
14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"spell", "rollAction":"Force Bolt"} to hit, range 30 ft., one target
Monsters
Thieves’ Gallery
Strike. Melee or Ranged Spell Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Necrotic Strike"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5);{"diceNotation
spellcasting ability (spell save DC 18):
At will: mage hand, message, prestidigitation
2/day each: bestow curse, Bigby's hand, dimension door, mage armor, Otiluke's resilient sphere, thunderwave
1/day
Monsters
The Book of Many Things
Blast attacks.
Eldritch Blast. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Eldritch Blast"} to hit, range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation
", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"necrotic"} necrotic damage. If Brusipha moved at least 10 feet straight toward the target immediately before she hit, the target takes an extra
Monsters
Bigby Presents: Glory of the Giants
Lynx’s Sight (1/Day). The lynx can cast clairvoyance, requiring no spell components and using Wisdom as the spellcasting ability.
Woodland Camouflage. The lynx has advantage on Dexterity
(1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claws", "rollDamageType":"slashing"} slashing damage. If the lynx moved at least 20 feet straight toward the target immediately
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Spell (Costs 2 Actions). The drow uses Spellcasting.Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
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
Vecna: Eve of Ruin
.
Spellcasting. Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: Disguise Self, Invisibility, Mage Hand
":"psychic"} psychic damage.
Skitter. Miska moves up to his speed without provoking opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). Miska uses Spellcasting.Miska the Wolf
Monsters
Bigby Presents: Glory of the Giants
"} slashing damage if used with two hands.
Magic Stone. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Magic Stone"} to hit, range 60 ft., one target. Hit: 15 (2d12 + 2
led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: mage hand (the
. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space
Monsters
The Book of Many Things
Actions). The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion’s choice in that area.Jyn Corvis, a former adventurer
.
The Grim Champions
The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
lancer moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Horn","rollDamageType
creature riding it attacks or casts a spell, or until the star lancer’s concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also
Monsters
Icewind Dale: Rime of the Frostmaiden
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
Monsters
Spelljammer: Adventures in Space
effect.Shock. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shock"} to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3","rollType":"damage
","rollAction":"Shock","rollDamageType":"lightning"} lightning damage.
Ray Gun. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ray Gun"} to hit, range 120 ft., one creature
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
pulled 5 feet toward the ogre.
Spellcasting. The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
At will: beast
sense (rats only), druidcraft, entangle
1/day each: animal messenger (rats only), stinking cloudWhen ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures
Monsters
Mythic Odysseys of Theros
and other magical effects.Multiattack. The naiad makes two psychic touch attacks.
Psychic Touch. Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Psychic Touch"} to
belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs
Monsters
Eberron: Rising from the Last War
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.
Fallen Angels. The insatiable
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"recharge","rollAction":"Warleader's Helix"}. Ranged Spell Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Warleader"} to hit, range 60 ft., one creature. Hit: 54 (12d8
moved nor knocked prone.Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
Monsters
Mythic Odysseys of Theros
Innate Spellcasting. The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: confusion
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
Magic Items
Tasha’s Cauldron of Everything
. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws
wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.
A halfling Vistani, Mother Luba led one of the
Monsters
Acquisitions Incorporated
failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away
from him.
Spellcasting. Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
Monsters
Tales from the Yawning Portal
until Thaxalia is incapacitated.If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Thaxalia can also exert fine
, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Thaxalia can take 3 legendary actions, using the Eye Ray option below. It can






