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Returning 35 results for 'bad buildings diffusing completely radius'.
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Magic Items
Dungeon Master’s Guide
. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within
Monsters
The Wild Beyond the Witchlight
"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Spores (1/Day). A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Daylight
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
Commune with Nature
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to
, elementals, or undead
influence from other planes of existence
buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this
with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Light
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be
colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Bead of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially
Monsters
The Wild Beyond the Witchlight
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
Monsters
Princes of the Apocalypse
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
, and the affected creature can’t benefit from being invisible.
Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other
Monsters
Storm King's Thunder
inch without squeezing if fire could pass through that space.
Illumination. Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet.Multiattack. Maegera makes three
);{"diceNotation":"2d10","rollType":"damage","rollAction":"Smoke Cloud","rollDamageType":"fire"} fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the
Monsters
Fizban's Treasury of Dragons
city to the ground, destroying buildings and defenders alike.LightningIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary
actions.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must
Monsters
Fizban's Treasury of Dragons
to the ground, destroying buildings and defenders alike.PoisonIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions
.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed
Monsters
Fizban's Treasury of Dragons
the ground, destroying buildings and defenders alike.FireIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a
Monsters
Fizban's Treasury of Dragons
the ground, destroying buildings and defenders alike.ColdIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a
Monsters
Fizban's Treasury of Dragons
the ground, destroying buildings and defenders alike.AcidIf the greatwyrm’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The
greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a
Monsters
Princes of the Apocalypse
darkvision can’t see through the water, and light can’t illuminate it.
A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ishau The coastal settlement of Ishau sank into the sea. Now, the village’s stone buildings sit completely underwater in Refuge Bay, a few miles from shore. Hunter sharks and reef sharks glide among
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ishau The coastal settlement of Ishau sank into the sea. Now, the village’s stone buildings sit completely underwater in Refuge Bay, a few miles from shore. Hunter sharks and reef sharks glide among
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ishau The coastal settlement of Ishau sank into the sea. Now, the village’s stone buildings sit completely underwater in Refuge Bay, a few miles from shore. Hunter sharks and reef sharks glide among
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
form of the obedient army that unquestioningly enacts her every whim. The Falcon’s Talons. Vladeska’s military forces are both completely overwhelming and entirely outnumbered. As an occupying force
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
form of the obedient army that unquestioningly enacts her every whim. The Falcon’s Talons. Vladeska’s military forces are both completely overwhelming and entirely outnumbered. As an occupying force
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
form of the obedient army that unquestioningly enacts her every whim. The Falcon’s Talons. Vladeska’s military forces are both completely overwhelming and entirely outnumbered. As an occupying force
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are






