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Returning 10 results for 'pulled'.
Other Suggestions:
pushed
Spells
creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you
, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell
Spells
save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the
air). On a successful save, the creature takes half as much damage and isn’t pulled.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Spells
is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Spells
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet
Spells
spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere’s center, ending in an unoccupied space as close to the center as possible.
A creature that starts its
turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A
Spells
30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Spells
smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the
Spells
pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
spells
throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is
Spells
, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a