Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'spell of inch blast'.
Other Suggestions:
spell of into beast
spell of inch beast
spell of into black
spell of into blade
spell of into best
Monsters
Monster Manual
":"Piercing"} Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.
Mind Blast (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Intelligence Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: 31 (6d8 + 4);{"diceNotation":"6d8+4", "rollType":"damage
Monsters
Monster Manual
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and
Monsters
Monster Manual
Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.Pseudopod. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction
", "rollType":"damage", "rollAction":"Psychic Crush", "rollDamageType":"Psychic"} Psychic damage.Mind Corrosion. Trigger: The ooze fails a saving throw against a spell or another magical effect created by
Magic Items
Dungeon Master’s Guide
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with
it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Spell
Charge Cost
Spells
Player’s Handbook
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful
one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Spells
Player’s Handbook
case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
Magic Items
Dungeon Master’s Guide
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spells
Player’s Handbook
, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
Spells
Player’s Handbook
object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spells
Player’s Handbook
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
Spells
Player’s Handbook
. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature
is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Spells
Player’s Handbook
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
Spells
Player’s Handbook
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
like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing
Spells
Player’s Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
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
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
Spells
Forgotten Realms: Heroes of Faerûn
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
target takes 2d10 Radiant;{"diceNotation":"2d10", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage.
Using a Higher-Level Spell Slot. You create an additional blast
Monsters
Netheril’s Fall
magical effects.Multiattack. The magen makes two Psychic Blast attacks.
Psychic Blast. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Psychic Blast
"}, reach 5 ft. or range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Psychic Blast", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The magen casts one of the
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
Monsters
Dungeon Masters: Ravenloft Play-Along Pack
Air Form. The mist horror can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
One with the Mists. While the
following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13):
At Will: Fog Cloud
1/Day: CommandThe Mists separating the Domains of Dread are far from
Spells
Forgotten Realms: Heroes of Faerûn
Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send
one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of
Magic Items
Waterdeep: Dungeon of the Mad Mage
The Blast Scepter can be used as an arcane focus.
Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
Monsters
Phandelver and Below: The Shattered Obelisk
, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.
Psychic Rend
. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"spell", "rollAction":"Psychic Rend"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4
Monsters
Phandelver and Below: The Shattered Obelisk
or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Poison Blast"} to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType
":"damage", "rollAction":"Poison Blast", "rollDamageType":"poison"} poison damage.
Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC
Monsters
Quests from the Infinite Staircase
. Melee or Ranged Spell Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Chaos Blast"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls.Chaos Blast
Monsters
Baldur’s Gate: Descent into Avernus
feet.Multiattack. Thalamra uses eldritch blast twice or makes two unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
":"Eldritch Blast"} to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Eldritch Blast","rollDamageType":"force"} force damage.
Unarmed Strike
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
":"1d10+3", "rollType":"damage", "rollAction":"Eldritch Blast", "rollDamageType":"force"} force damage.
Gore. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Gore
Monsters
Lost Laboratory of Kwalish
creature is protected by a mind blank spell.
Magic Resistance. The brain in a jar has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The brain in
a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, mage hand, zone of truth
3/day
Alhoon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
(spell save DC 16). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Spellcasting. The
alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
Mind Flayer Lich (Illithilich)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
(Costs 3 Actions). The lich recharges its Mind Blast and uses it.
Cast Spell (Costs 1–3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing
-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The lich has