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Spells
Player’s Handbook
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus
Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Spells
Player’s Handbook
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Stone of Greater Absorption;Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a
Spells
Player’s Handbook
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
Monsters
The Book of Many Things
must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe
and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end
Monsters
The Book of Many Things
DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Monsters
The Book of Many Things
encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
Monsters
The Book of Many Things
enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use
planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15
Monsters
Tales from the Yawning Portal
1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Strixhaven: A Curriculum of Chaos
professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor&rsquo
the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell’s formation. The creature must succeed on a DC 15 saving throw using the
Monsters
Bigby Presents: Glory of the Giants
Thunderous Clap action and Negate Spell reaction.
The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae
Monsters
The Book of Many Things
contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar
travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
Magic Items
Icewind Dale: Rime of the Frostmaiden
can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the
duration of the spell’s casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails.
Touching the Mythallar. Any creature that touches the globe of the mythallar must make
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t need to concentrate on the spell.
5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses
its action, reaction, and movement.
Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.
Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of
Monsters
Van Richten’s Guide to Ravenloft
target dies if it can’t survive without the lost head. A creature that doesn’t have or need a head, or has legendary actions, instead takes an extra 27 (6d8);{"diceNotation":"6d8
use its reaction to make a melee attack.
Headless Wail (Costs 2 Actions). An echoing shriek issues from the dullahan’s headless stump. Each creature of the dullahan’s choice within 10
Magic Items
Acquisitions Incorporated
within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature
long rest.
Bead of Instant Karma
At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can
Yeenoghu
Legacy
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Monsters
Out of the Abyss
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
.
Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.
If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
following effects:
Savage Predators. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural
feats
You have honed your skills in the rituals of witchcraft and can quickly weave your magic in times of need. You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom
, or Charisma score by 1, to a maximum of 20.
Swift Invocation. You can use an action to cast a spell that has a casting time of 1 minute. Once you use this benefit, you can’t do so again until you finish a Long Rest.
Wall of Stone
Legacy
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Spells
Basic Rules (2014)
success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or
object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or
War Caster
Legacy
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Feats
Player’s Handbook (2014)
provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your
Teleportation Circle
Legacy
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Spells
Basic Rules (2014)
sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
feats
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed. You gain the following benefits
.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Dual Target. When you cast a cantrip with a casting time of an action that targets a single
spells
Forgotten Realms: Heroes of Faerûn
. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended
.
When you cast this spell, you can designate creatures to be unaffected by it.
Casting as a Circle Spell. In addition to the spell’s usual components, you must provide a special component (a
Astral Projection
Legacy
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Spells
Basic Rules (2014)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game
Ritual Caster (Warlock)
Legacy
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
of the other requirements described in that option’s text. Until the Circle spell’s casting is complete, you must maintain Concentration on the spell.
If a Reaction would trigger when a
creature casts a spell—such as the Reaction taken to cast Counterspell— it also triggers when you take this action to initiate a Circle spell.
Circle Casting Options
The following options
feats
of the other requirements described in that option’s text. Until the Circle spell’s casting is complete, you must maintain Concentration on the spell.
If a Reaction would trigger when a
creature casts a spell—such as the Reaction taken to cast Counterspell— it also triggers when you take this action to initiate a Circle spell.
Circle Casting Options
The following options
feats
of the other requirements described in that option’s text. Until the Circle spell’s casting is complete, you must maintain Concentration on the spell.
If a Reaction would trigger when a
creature casts a spell—such as the Reaction taken to cast Counterspell— it also triggers when you take this action to initiate a Circle spell.
Circle Casting Options
The following options
Imprisonment
Legacy
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Spells
Basic Rules (2014)
if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release






