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Returning 35 results for 'save of reflected disperses visible'.
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Magic Items
Dungeon Master’s Guide
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must
Magic Items
Dungeon Master’s Guide
a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance
Spells
Player’s Handbook
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it
, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A
Spells
Player’s Handbook
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save
, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For
Spells
Player’s Handbook
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Spells
Player’s Handbook
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no
creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the
Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image
successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
Spells
Forgotten Realms: Heroes of Faerûn
) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until
the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it
Monsters
Tomb of Annihilation
See Invisible. It can see invisible creatures and objects as if they were visible.
Innate Spellcasting. It can innately cast misty step at will, requiring no components. Its spellcasting ability is
of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute. It can’t use the Summon Swarm action while it is grappling a creature with its jaws.The
Staff of Swarming Insects
Legacy
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Magic Items
Basic Rules (2014)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses
.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5
Medusa
Legacy
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Monsters
Basic Rules (2014)
’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is
can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa
Monsters
Bigby Presents: Glory of the Giants
Constitution saving throw. On a failed save, the creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Stinging Dust", "rollDamageType":"bludgeoning"} bludgeoning damage and has
the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only.Dust hulks are descended from enclaves of stone giants who lived in extreme
Stinking Cloud
Legacy
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Spells
Basic Rules (2014)
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Enchanter
Legacy
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Monsters
Volo's Guide to Monsters
the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the
Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit
Weird
Legacy
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Spells
Basic Rules (2014)
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice
within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as
Monsters
Locathah Rising
":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn.
Shell
Amphibious. Whymsee can breathe air and water.Innate Spellcasting. Whymsee's spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Amphibious
Monsters
Lost Laboratory of Kwalish
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to glass and is restrained
Monsters
Mordenkainen Presents: Monsters of the Multiverse
enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person
, invisibility, suggestion, tonguesInstinctive Charm (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Instinctive Charm"}. When a visible creature within 30 feet of the enchanter
Phantasmal Killer
Legacy
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Spells
Basic Rules (2014)
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw
. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10
Incendiary Cloud
Legacy
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Spells
Basic Rules (2014)
for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes
10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its
Monsters
Vecna: Eve of Ruin
shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the
shade’s next turn. On a successful save, the target takes half as much damage only.
“She was great at picking locks but had a terrible cruel streak. When the cloaker got her, we were glad we
Monsters
Infernal Machine Rebuild
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to metal, wood, or porcelain
creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If
Monsters
Spelljammer: Adventures in Space
.
Poison Bomb. The ssurran throws a tangerine-sized bomb at a point up to 60 feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the
sphere must make a DC 11 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Poison Bomb","rollDamageType":"poison"} poison damage on a failed save, or
Monsters
Waterdeep: Dragon Heist
. Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15
. He becomes visible early immediately after he attacks or casts a spell.
Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of
Monsters
Out of the Abyss
Spellcasting. Shedrak is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
has ten small eyes tattooed on his bald head that allow him to see invisible creatures and objects as if they were visible.
Shedrak carries a nonmagical staff topped with a varnished beholder eye
Monsters
Dragonlance: Shadow of the Dragon Queen
strong wind disperses the cloud.
Spellcasting. Lohezet casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At
save, the creature takes 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Miasma", "rollDamageType":"poison"} poison damage and is poisoned until the start of its next turn. On a
Monsters
Bigby Presents: Glory of the Giants
a wave of water. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
":"Death Burst", "rollDamageType":"bludgeoning"} bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.Multiattack. The mist hulk makes two Slam
Monsters
Candlekeep Mysteries
":"Spectral Weapon","rollDamageType":"force"} force damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the
to 20 feet toward the ghost and must make a DC 15 Constitution saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Wind Howl","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.Necrotic, PoisonCold
Monsters
Princes of the Apocalypse
whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead
.
Spellcasting. Aerisi is an 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Thunderbolt","rollDamageType":"thunder"} thunder damage on a failed save
within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage on a failed save, or half as much damage on a successful one.
Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will
: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestionFiendish Rebuke (3/Day). In response to being damaged by a visible