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Returning 35 results for 'both bargains diffusing cast rain'.
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Spells
Player’s Handbook
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Monsters
Mordenkainen Presents: Monsters of the Multiverse
realm to stone giant;stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s how they regard it—as a dream. Nothing
there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell
early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes
Create or Destroy Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Hail of Thorns
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal
on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
empire.”
Flaw: “I like to rain destruction down upon my enemies, and I never show them mercy.”Lightning, ThunderCold
Monsters
Planescape: Adventures in the Multiverse
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on Intelligence saving throws. The target can
forget their combat training, spellcasting abilities, and other skills.
Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
":"piercing"} piercing damage plus 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Morningstar (additional radiant)","rollDamageType":"radiant"} radiant damage.
Rain of Radiance.
Monsters
Eberron: Rising from the Last War
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: detect magic, disguise self
undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
.
d100
Effect
01-05
You cast slow.
06-10
You cast faerie fire.
11-15
You are stunned until the start of your next turn, believing something awesome just happened.
16-20
You
Monsters
Baldur’s Gate: Descent into Avernus
innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing her
lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife
Magic Items
Mythic Odysseys of Theros
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk.
Additionally, you can cast the dominate
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Whip attack.
Teleport. Moloch uses Teleport.
Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting.Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch
him win back his title.
Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from
Monsters
Curse of Strahd
sleep.
Innate Spellcasting. Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:
3/day: misty step, phantom steed
1/day: magic
weapon, nondetection
Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Multiattack. Rahadin
Shifter
Legacy
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races
Eberron: Rising from the Last War
typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like
names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Monsters
Quests from the Infinite Staircase
. On a failed save, the creature takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Defiant Essence", "rollDamageType":"force"} force damage, and the spell it cast fails and is
Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon’s horn from the Nine
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tepest Domain of Nature’s Cruel Secrets Darklord: Mother Lorinda Genre: Folk horror Hallmarks: Fey bargains, nature worship, rural festivals, secret sacrifices Mist Talismans: Bloodstained farm
who linger among this land’s pastures and colorful cottages can’t escape the feeling of being watched, or the impression that the idyllic fields have a distinctly somber cast. The locals dismiss such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tepest Domain of Nature’s Cruel Secrets Darklord: Mother Lorinda Genre: Folk horror Hallmarks: Fey bargains, nature worship, rural festivals, secret sacrifices Mist Talismans: Bloodstained farm
who linger among this land’s pastures and colorful cottages can’t escape the feeling of being watched, or the impression that the idyllic fields have a distinctly somber cast. The locals dismiss such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tepest Domain of Nature’s Cruel Secrets Darklord: Mother Lorinda Genre: Folk horror Hallmarks: Fey bargains, nature worship, rural festivals, secret sacrifices Mist Talismans: Bloodstained farm
who linger among this land’s pastures and colorful cottages can’t escape the feeling of being watched, or the impression that the idyllic fields have a distinctly somber cast. The locals dismiss such
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Monsters
Fizban's Treasury of Dragons
claimed it.
2
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult crystal dragon convinces a druid to cast the awaken spell on creatures around the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature
within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature
within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a






