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                        Returning 35 results for 'springs spell'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all
                                                
                                            
                                                
                                                     creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
                                                
                                            
                                                
                                                     occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
                                                
                                            
                                                
                                                     deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
                                                
                                            
                                                
                                                     ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                    A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} piercing damage.
Fire Ray. Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Fire Ray"} to hit, range 120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Fire Ray","rollDamageType":"fire"} fire damage.
Spellcasting. The firenewt casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune to any spell or effect that would alter its
                                                
                                            
                                                
                                                    ","rollAction":"Dazzling Light"}. Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
                                                
                                            
                                                
                                                     on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.
Blinding magical light springs from Fazrian's eyes until initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while it is magically protected in
                                                
                                            
                                                
                                                    ’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web
                                                
                                            
                                                
                                                     drained creature is the target of the Greater Restoration or Heal spell, the memory drained effect ends on it.
On a successful save, the target takes half as much damage only.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Innate Spellcasting. The archon’s spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
                                                
                                            
                                                
                                                     mount, the mount is reduced to 0 hit points as well.
Radiant Rebirth (Recharges after a Long Rest). If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs
                                                
                                            
                                                
                                                     concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region
                                                
                                            
                                                
                                                     on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
                                                
                                            
                                                
                                                     on saving throws against charm and fear effects.
Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                    ’s spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:
1/day each: invisibility, legend lore, protection from
                                                
                                            
                                                
                                                     energy, true seeing
Spellcasting. Claugiyliamatar is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18; +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, druidcraft, speak with animals
2/day each: animal messenger, cure wounds, dispel magic, entangle, invisibility
1/day each
                                                
                                            
                                                
                                                     check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
                                                
                                            
                                        
                                                    Ray of Enfeeblement
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon
                                                
                                            
                                                
                                                     attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
                                                
                                            
                                        
                                                    Shocking Grasp
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor
                                                
                                            
                                        
                                                    Leomund's Tiny Hut
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or
                                                
                                            
                                                
                                                     smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move
                                                
                                            
                                        
                                                    Cube of Force
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
                                                
                                            
                                                
                                                    , and ceilings can pass through at your discretion.
3
3
Living matter can't pass through the barrier.
4
4
Spell effects can't pass through the barrier.
5
5
Nothing can pass through
                                                
                                            
                                        
                                                    Tiny Hut
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or
                                                
                                            
                                                
                                                     smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move
                                                
                                            
                                        
                                                    Color Spray
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you
                                                
                                            
                                                
                                                     creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A
                                                
                                            
                                        
                                                    Globe of Invulnerability
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
                                                
                                            
                                                
                                                     creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them
                                                
                                            
                                        
                                                    Forcecage
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Feather Token
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its
                                                
                                            
                                                
                                                     takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage
                                                
                                            
                                        
                                                    Disintegrate
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall
                                                
                                            
                                                
                                                     of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0
                                                
                                            
                                        
                                                    Tsunami
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
                                                
                                            
                                                
                                                     the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.A creature caught in the wall can move by swimming. Because of
                                                
                                            
                                        
                                                    Unseen Servant
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
                                                
                                            
                                                
                                                     ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally
                                                
                                            
                                        
                                                    Programmed Illusion
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
                                                
                                            
                                                
                                                     specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the
                                                
                                            
                                        
                                                    Wall of Force
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
                                                
                                            
                                                
                                                     pushed to one side of the wall (your choice 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 destroys
                                                
                                            
                                        
                                                    Wall of Stone
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        





