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Returning 35 results for 'stops cast'.
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Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Spells
Player’s Handbook
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
Spells
Player’s Handbook
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
Spells
Elemental Evil Player's Companion
stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
Spells
Acquisitions Incorporated
assets when the tax collector stops by? Distort Value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory
a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action.
Cold, PoisonRadiant
Rod of Alertness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura. As an action, you can plant
is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect
Create Undead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these
follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24
Animate Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24
-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell
Flaming Sphere
Legacy
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Spells
Basic Rules (2014)
a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
spells
for 24 hours, after which time it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the
spells
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
directions to a portal entrance, as well as fake instructions on using a unicorn’s horn to ritually cast Wish inside the demiplane. Venger left the book for Kelek to find, curious whether Kelek would try
to use the Wish to betray Venger. Disloyal to the last, Kelek has entered the demiplane to do so, along with several minions tasked with ensuring no one stops the spellcaster.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
directions to a portal entrance, as well as fake instructions on using a unicorn’s horn to ritually cast Wish inside the demiplane. Venger left the book for Kelek to find, curious whether Kelek would try
to use the Wish to betray Venger. Disloyal to the last, Kelek has entered the demiplane to do so, along with several minions tasked with ensuring no one stops the spellcaster.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8
bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. You cast this spell on an
cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. Jim’s magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
— Jim Darkmagic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. You cast this spell on an
cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st. Jim’s magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.
— Jim Darkmagic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your
given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your
given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your
given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
stone for each corpse) Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your
given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This
use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block). As a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block). As a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This
use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This
use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.