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Returning 35 results for '26 spell range with a down of electric beam'.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
26. Small Room with a Door of Electric Blue The two doors near the northern corners of the throne room look the same. When a character comes within 10 feet of either one, it can be seen that the door
actually shimmers with a faint blue light. When the door is touched, this glimmering grows bright. A brass pull beckons to be used, and the door will open easily. Inside the western room there is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
26. Small Room with a Door of Electric Blue The two doors near the northern corners of the throne room look the same. When a character comes within 10 feet of either one, it can be seen that the door
actually shimmers with a faint blue light. When the door is touched, this glimmering grows bright. A brass pull beckons to be used, and the door will open easily. Inside the western room there is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
an Acquisitions Incorporated campaign. Beast Master Any Beast Master understands that a beast companion is far more diligent, friendly, and reliable than most people. This might be doubly true in an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
an Acquisitions Incorporated campaign. Beast Master Any Beast Master understands that a beast companion is far more diligent, friendly, and reliable than most people. This might be doubly true in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (A-B) The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
level. Identity. Make sure the spell fits with the identity of those who can cast it. Sorcerers and Wizards don’t typically cast healing spells, for example. Spell Duration, Range, and Area. A longer
duration, greater range, or larger area can make up for a lesser effect, depending on the spell. Utility. Avoid spells that have very limited use, such as one that works only against Oozes. Few characters will bother to learn or prepare such a spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
level. Identity. Make sure the spell fits with the identity of those who can cast it. Sorcerers and Wizards don’t typically cast healing spells, for example. Spell Duration, Range, and Area. A longer
duration, greater range, or larger area can make up for a lesser effect, depending on the spell. Utility. Avoid spells that have very limited use, such as one that works only against Oozes. Few characters will bother to learn or prepare such a spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Spell When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be
too powerful for its level. A long duration or large area can make up for a lesser effect, depending on the spell. Avoid spells that have very limited use, such as one that works only against good
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Scribing a Spell Scroll With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related
components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Descriptions (A-B) The spells are presented in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Spell When creating a new spell, use existing spells as guidelines. Here are some things to consider: If a spell is so good that a caster would want to use it all the time, it might be
too powerful for its level. A long duration or large area can make up for a lesser effect, depending on the spell. Avoid spells that have very limited use, such as one that works only against good
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Scribing a Spell Scroll With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related
components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Identifying a Spell Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s
being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell’s effect, or both, the character can make an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Identifying a Spell Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it’s
being cast, or they can use an action on their turn to identify a spell by its effect after it is cast. If the character perceived the casting, the spell’s effect, or both, the character can make an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara
be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara
be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
Monsters
Monster Manual
"}. Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12);{"diceNotation":"10d12", "rollType":"damage", "rollAction":"Divine Beam", "rollDamageType
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
Spells
Player’s Handbook
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at
level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Monsters
Monster Manual
range 120 ft. Hit: 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Warp", "rollDamageType":"Psychic"} Psychic damage, and the target has the githzerai’s
choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
Spells
Player’s Handbook
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes
target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Spells
Player’s Handbook
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
Spells
Player’s Handbook
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Magic Items
Dungeon Master’s Guide
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.