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Returning 35 results for 'before both divining casting rays'.
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Augury
Legacy
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Spells
Basic Rules (2014)
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific
results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
one damage roll of a spell, not multiple rolls. So with Scorching Ray, I don’t add my Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
one damage roll of a spell, not multiple rolls. So with Scorching Ray, I don’t add my Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sorcerer Metamagic rules state you can’t use multiple Metamagic options on a single spell. Can you use one option multiple times? A Sorcerer can use one Metamagic option once in the casting of a
one damage roll of a spell, not multiple rolls. So with Scorching Ray, I don’t add my Charisma modifier to each ray that hits? That’s correct. Elemental Affinity benefits one damage roll per casting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
component, then it’s impossible for anyone to perceive the spell being cast. So, since you can’t see the casting, counterspell is of no use. Metamagic rules state you can’t use multiple Metamagic
options on a single spell. Can you use one option multiple times? A sorcerer can use one Metamagic option once in the casting of a spell, not the same option more than once. For instance, a sorcerer can’t
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
component, then it’s impossible for anyone to perceive the spell being cast. So, since you can’t see the casting, counterspell is of no use. Metamagic rules state you can’t use multiple Metamagic
options on a single spell. Can you use one option multiple times? A sorcerer can use one Metamagic option once in the casting of a spell, not the same option more than once. For instance, a sorcerer can’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
component, then it’s impossible for anyone to perceive the spell being cast. So, since you can’t see the casting, counterspell is of no use. Metamagic rules state you can’t use multiple Metamagic
options on a single spell. Can you use one option multiple times? A sorcerer can use one Metamagic option once in the casting of a spell, not the same option more than once. For instance, a sorcerer can’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Scorching Ray Level 2 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl three fiery rays. You can hurl them at one target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the arch gate in the east wall. (Simply passing between the statue and the gate doesn’t trigger the trap.) The rays created by the spell originate from the statue’s pointed finger and target all
. Casting an arcane lock spell on the statue closes the eyelids on all the robe’s eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the arch gate in the east wall. (Simply passing between the statue and the gate doesn’t trigger the trap.) The rays created by the spell originate from the statue’s pointed finger and target all
. Casting an arcane lock spell on the statue closes the eyelids on all the robe’s eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the arch gate in the east wall. (Simply passing between the statue and the gate doesn’t trigger the trap.) The rays created by the spell originate from the statue’s pointed finger and target all
. Casting an arcane lock spell on the statue closes the eyelids on all the robe’s eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate