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Returning 35 results for 'blocks sphere'.
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block sphere
Spells
Player’s Handbook
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively
, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Spells
Player’s Handbook
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it
opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Daylight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Monsters
Spelljammer: Adventures in Space
.
Poison Bomb. The ssurran throws a tangerine-sized bomb at a point up to 60 feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the
sphere must make a DC 11 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Poison Bomb","rollDamageType":"poison"} poison damage on a failed save, or
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
most mortals. While ouphes are related to Eldraine’s faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie
;pixies or Sprite;sprites.
Guiding Light (2/Day). The faerie summons a 30-foot-radius sphere of magical light centered on itself, which lasts for 1 minute or until the faerie has the incapacitated
Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
Monsters
Mythic Odysseys of Theros
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
":"Storm of Crows"}. The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Polar Ray","rollDamageType":"cold"} cold damage.
Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
1: Intake Circle At the center of this octagonal chamber’s floor is a permanent teleportation circle etched in stone. Many newcomers to the sphere arrive via this circle, including creatures that
draw the Donjon card from a Deck of Many Things. The teleportation circle can be used only to enter the sphere, not to leave it. The door to the south has been punctured with a jagged hole big enough for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
1: Intake Circle At the center of this octagonal chamber’s floor is a permanent teleportation circle etched in stone. Many newcomers to the sphere arrive via this circle, including creatures that
draw the Donjon card from a Deck of Many Things. The teleportation circle can be used only to enter the sphere, not to leave it. The door to the south has been punctured with a jagged hole big enough for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
1: Intake Circle At the center of this octagonal chamber’s floor is a permanent teleportation circle etched in stone. Many newcomers to the sphere arrive via this circle, including creatures that
draw the Donjon card from a Deck of Many Things. The teleportation circle can be used only to enter the sphere, not to leave it. The door to the south has been punctured with a jagged hole big enough for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sphere of magical force that prevents any matter from passing into it and blocks any spells cast into or out of it. The sphere is suspended between the zapper’s spines, 50 feet above the ground. This
light lures demons like moths to a flame, annihilating them when they get close. While trapped in the sphere, the unicorn can’t use any of its magical abilities. The sphere targets the nearest fiend
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sphere of magical force that prevents any matter from passing into it and blocks any spells cast into or out of it. The sphere is suspended between the zapper’s spines, 50 feet above the ground. This
light lures demons like moths to a flame, annihilating them when they get close. While trapped in the sphere, the unicorn can’t use any of its magical abilities. The sphere targets the nearest fiend
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sphere of magical force that prevents any matter from passing into it and blocks any spells cast into or out of it. The sphere is suspended between the zapper’s spines, 50 feet above the ground. This
light lures demons like moths to a flame, annihilating them when they get close. While trapped in the sphere, the unicorn can’t use any of its magical abilities. The sphere targets the nearest fiend
Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
instead.
Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 darkness, and nonmagical
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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 darkness, and nonmagical
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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 darkness, and nonmagical
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.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or
carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 darkness, and nonmagical
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or
carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 darkness, and nonmagical
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 darkness, and nonmagical
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.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire
power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to
Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t visible outside it.
The sphere vanishes at the end of the rest or when Amble leaves the sphere.
Hold