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Returning 35 results for 'boom blocked diffusing casting refine'.
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Spells
Player’s Handbook
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Monsters
Bigby Presents: Glory of the Giants
throw as the cloud emits a thunderous boom. On a failed save, a creature takes 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Thunderous Clap", "rollDamageType":"thunder"} thunder
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single
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
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
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
Monsters
Fizban's Treasury of Dragons
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot
a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot
a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot
a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Monsters
Fizban's Treasury of Dragons
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot
a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot
a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot
a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Thunderwave Level 1 Evocation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature
takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Poison and Disease Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10
each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.






