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Returning 35 results for 'before beam down centered removed'.
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Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The
Monsters
Quests from the Infinite Staircase
heart.Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
"} for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the Remove Curse spell or
Monsters
Quests from the Infinite Staircase
makes two Tentacle attacks or three Laser Beam attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit
grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.
Laser Beam. Ranged Weapon Attack: +5
Monsters
Eberron: Rising from the Last War
. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction
longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
Moonbeam
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the
assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Bringer of Plagues"}. The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
Monsters
The Book of Many Things
an action to wake it.
Moonlight Breath. Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60
cylinder centered on a point within 60 feet of Pazrodine until initiative count 20 on the next round. When a creature enters the whirlwind’s area for the first time on its turn or starts its
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Balance and Ruin Mechanical Trap, Deadly (5th–10th Level) Mike Schley Diagram 4.5: Balance and Ruin A narrow wooden beam spans the length of this hundred-foot-long, fifty-foot-wide chamber. The beam
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius
Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius
Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
10 Constitution saving throw or have the stunned condition until the start of its next turn.
Actions
Multiattack. The robot makes two Tentacle attacks or three Laser Beam attacks.
Tentacle
, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.
Laser Beam. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 16
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
pool with a brilliant beam of light penetrating it from above. Flanking the priest are Prince Xeleth and Princess Xedalli. The prince is arrayed in regal splendor, his expression one of exultation
, while Xedalli stands stiffly, regarding her brother with a look of utter loathing.
Silence fills the temple as the priest raises his arms and the emperor’s body, shrouded in light, rises into the beam
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
glyph of warding spell triggers the first time the statuette is removed from the pedestal by a creature that is not wearing a holy symbol of Umberlee. A character who studies the statuette and succeeds
centered on it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) thunder damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
). The lid of the black sarcophagus bears a name etched in Common: NAPAKA. The lid is sealed with strips of melted lead that can be easily pried away. Once the lead is removed, the lid can be pushed aside
are touched or damaged, the sun’s smile fades to an inscrutable expression, and it emits tremendous heat in a 20-foot-radius sphere centered on itself. Any creature that starts its turn in the area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. On a failed save, 1d4 stakes impale the creature for an additional 1d6 piercing damage per stake. Wooden Beams. A creature can move around the perimeter of the room by hopping from beam to beam. To
hop onto a beam without falling, a creature must succeed on a Dexterity (Acrobatics) check, the DC of which is 5 + the distance (in feet) between the two beams. When weight is applied to and lifted
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
until removed by the Remove Curse spell or other magic.
Unholy Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 28 (8d6) necrotic damage, and the next attack roll made against
.
Actions
Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30
, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dust. When all the gems are removed or destroyed, the helm loses its magic. Helm of Brilliance You gain the following benefits while wearing it: You can use an action to cast one of the following
remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30
, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.






