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  2. Learn More Ritual Enchantment • V, S, M. Communication (...) Animal Shapes Legacy This doesn't reflect the latest rules and lore. Learn More Concentration Transmutation • V, S. Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. A comprehensive list of all official spells for Fifth Edition.

  3. Web - Spells - D&D Beyond

    www.dndbeyond.com/spells/2299-web

    A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. * - (a bit of spiderweb)

  4. Suggestion - Spells - D&D Beyond

    www.dndbeyond.com/spells/2269-suggestion

    Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration.

  5. Fly - Spells - D&D Beyond

    www.dndbeyond.com/spells/2111-fly

    The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. * - (a wing feather from any bird)

  6. Slow - Spells - D&D Beyond

    www.dndbeyond.com/spells/2256-slow

    @Skudmora1: It would depend on the caster. The spell Slow can be cast by both Wizards and Sorcerers. According to the Basic Rules, (which I heavily recommend reading before building your character,) these two classes use different Abilities when casting spells which affects the DC, but not what Ability (in this case Wisdom) is used when rolling for the Save.

  7. Knock - Spells - D&D Beyond

    www.dndbeyond.com/spells/2162-knock

    knock has a 60ft range, caster can be outside the silence area to cast knock, the "knock" sound emanates from the target object which can be under a silence aoe. it is an expensive use of spells to do so, and not all area's may have the space for the silence/knock to be used like this, so imo yes they can be used together however they are very situational in usability.

  8. Grease - Spells - D&D Beyond

    www.dndbeyond.com/spells/2127-grease

    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. * - (a bit of pork rind or butter) Spell Tags: Control. Available For: Wizard Artificer. Basic Rules (2014), pg. 246.

  9. Enlarge/Reduce - Spells - D&D Beyond

    www.dndbeyond.com/spells/2084-enlarge-reduce

    Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws.

  10. Hallow - Spells - D&D Beyond

    www.dndbeyond.com/spells/2135-hallow

    Very new to DnD, so please excuse me if the answer is obvious. The description says the casting time takes twenty-four hours. I read this to mean that the time needed from starting the casting process to the spell taking effect is a full day. To me, that sounds like a ritual rather than a spell like Fireball or Heal Wounds.

  11. Shield - Spells - D&D Beyond

    www.dndbeyond.com/spells/2247-shield

    Warding. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. * - which you take when you are hit by an attack or targeted by the magic missile spell. Spell Tags: Warding.