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Returning 35 results for 'before being draining casting ranging'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uneven, with the distance between them ranging from 10 to 30 feet.
Scorched Walls. The walls are covered with scorch marks (from the behirs’ lightning).
Skeletons. The skeletons of two enormous
Halaster. Casting dispel magic on the column removes the eyes from it permanently. The cave once served as a larder for the behirs. It is strewn with the bones of past victims: unlucky adventurers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
rounds. Once the font is drained of illusory soup, a treasure appears in the font that wasn’t there before (see “Treasure” below). Casting dispel magic on the font causes the illusory soup to vanish
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
rounds. Once the font is drained of illusory soup, a treasure appears in the font that wasn’t there before (see “Treasure” below). Casting dispel magic on the font causes the illusory soup to vanish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uneven, with the distance between them ranging from 10 to 30 feet.
Scorched Walls. The walls are covered with scorch marks (from the behirs’ lightning).
Skeletons. The skeletons of two enormous
Halaster. Casting dispel magic on the column removes the eyes from it permanently. The cave once served as a larder for the behirs. It is strewn with the bones of past victims: unlucky adventurers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uneven, with the distance between them ranging from 10 to 30 feet.
Scorched Walls. The walls are covered with scorch marks (from the behirs’ lightning).
Skeletons. The skeletons of two enormous
Halaster. Casting dispel magic on the column removes the eyes from it permanently. The cave once served as a larder for the behirs. It is strewn with the bones of past victims: unlucky adventurers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
rounds. Once the font is drained of illusory soup, a treasure appears in the font that wasn’t there before (see “Treasure” below). Casting dispel magic on the font causes the illusory soup to vanish
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
while deactivated.) Speaking the word “Blackfire” along with a cell number frees the creature trapped in that cell. Casting an identify spell on the mirror reveals its command words and magical
invisible stalker and the troll. The stirge attacks A’tan, killing him in 1 round. After draining A’tan’s blood, the stirge flies away to digest its meal. The doppelganger tries to flee but doesn’t go far
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
while deactivated.) Speaking the word “Blackfire” along with a cell number frees the creature trapped in that cell. Casting an identify spell on the mirror reveals its command words and magical
invisible stalker and the troll. The stirge attacks A’tan, killing him in 1 round. After draining A’tan’s blood, the stirge flies away to digest its meal. The doppelganger tries to flee but doesn’t go far
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
while deactivated.) Speaking the word “Blackfire” along with a cell number frees the creature trapped in that cell. Casting an identify spell on the mirror reveals its command words and magical
invisible stalker and the troll. The stirge attacks A’tan, killing him in 1 round. After draining A’tan’s blood, the stirge flies away to digest its meal. The doppelganger tries to flee but doesn’t go far
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid
damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid
damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid
damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar
inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
the reservoir is drained. Draining the Reservoir. To drain the reservoir and flush the apparitions from Sigil, the characters must manually activate three of the machine’s pumps—convoluted-looking
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
the reservoir is drained. Draining the Reservoir. To drain the reservoir and flush the apparitions from Sigil, the characters must manually activate three of the machine’s pumps—convoluted-looking
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar
inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
the reservoir is drained. Draining the Reservoir. To drain the reservoir and flush the apparitions from Sigil, the characters must manually activate three of the machine’s pumps—convoluted-looking
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar
inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae impostor takes on the identity of another creature, the impostor magically
creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae impostor takes on the identity of another creature, the impostor magically
creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae impostor takes on the identity of another creature, the impostor magically
creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city walls, the Outer City overflows with stables and hostlers, ranging from muddy pens to barns nicer than most inns. Of these, the largest is Garynmor Stables, which offers the unique benefit
bored into the stone, carving a maze of meandering tunnels and draining into subterranean aquifers. Though hardly diverting enough water to impact the river’s flow, the web of submerged chambers has
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
As horses and other beasts of burden aren’t allowed inside the city walls, the Outer City overflows with stables and hostlers, ranging from muddy pens to barns nicer than most inns. Of these, the
, carving a maze of meandering tunnels and draining into subterranean aquifers. Though hardly diverting enough water to impact the river’s flow, the web of submerged chambers has become a source of