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Returning 35 results for 'blinded burning diffusing casting replaces'.
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Monsters
Monster Manual
: Half damage. Failure or Success: The target starts burning.2: Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage
cloud have the Blinded and Deafened conditions and can’t cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or
Hellfire Engine
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
","rollDamageType":"acid"} acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
Lightning Flail. Melee
Monsters
Princes of the Apocalypse
, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots
spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. Her favorite use of this capability is casting fireball or
Monsters
Icewind Dale: Rime of the Frostmaiden
and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.
Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it
":"cold"} cold damage.Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
Monsters
Quests from the Infinite Staircase
cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sage’s next turn.
Spellcasting. The tower sage casts
one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: Dancing Lights, Mage Hand, Prestidigitation
1/day each: Arcane Lock, Burning Hands, Comprehend
Monsters
Mordenkainen Presents: Monsters of the Multiverse
half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire
action to scrape off the burning fuel.
3–4: Lightning Flail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit"} to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and 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 restoration on the target three times within the same
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
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
Spells
Xanathar's Guide to Everything
spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is
smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
Icewind Dale: Rime of the Frostmaiden
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
Casting the staff into a sphere of annihilation
Wizard
Legacy
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Classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
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
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. This trait replaces the Infernal Legacy trait.
Hellfire. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blinding Smite 3rd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during
blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Swift Quiver 5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 minute You
bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blinding Smite Level 3 Evocation (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Component: V
Duration: 1 minute
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Color Spray Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of colorful sand)
Duration: Instantaneous
You launch a dazzling array of
flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.






