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Returning 35 results for 'burning bursts diffusing casting religion'.
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Feats
Forgotten Realms: Heroes of Faerûn
if it was a spell attack.
18-19
Any flammable, nonmagical object within 10 feet of the triggering spell’s caster that isn’t being worn or carried by another creature bursts into
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Monsters
Quests from the Infinite Staircase
"} radiant damage.
Starry Radiance (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Starry Radiance"}. Dazzling light bursts from the tower sage’s fingertips in a 15-foot
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
Hellfire Engine
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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
Magic Items
Tasha’s Cauldron of Everything
start of your next turn.
3
Elemental Essence Shard, Fire;Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and
then the flames go out.
4
Elemental Essence Shard, Water;Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area
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
classes
Tasha’s Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such
Classes
Tasha’s Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such
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
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
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
Gnome
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races
Basic Rules (2014)
;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life
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
Magic Items
Acquisitions Incorporated
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.
If you fail the check, this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sanctuary of a Flamic church has a mosaic floor with a flame burning at its center. The seat of the religion is the Grand Cathedral in Flamekeep. Built around the site of Tira’s sacrifice, this fortified temple is the size of a small city.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sanctuary of a Flamic church has a mosaic floor with a flame burning at its center. The seat of the religion is the Grand Cathedral in Flamekeep. Built around the site of Tira’s sacrifice, this fortified temple is the size of a small city.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sanctuary of a Flamic church has a mosaic floor with a flame burning at its center. The seat of the religion is the Grand Cathedral in Flamekeep. Built around the site of Tira’s sacrifice, this fortified temple is the size of a small city.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Melf’s Acid Arrow Level 2 Evocation (Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a
target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Melf’s Acid Arrow Level 2 Evocation (Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a
target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
Goblin
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races
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Melf’s Acid Arrow Level 2 Evocation (Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a
target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Melf’s Acid Arrow Level 2 Evocation (Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a
target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Melf’s Acid Arrow Level 2 Evocation (Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a
target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Melf’s Acid Arrow Level 2 Evocation (Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf)
Duration: Instantaneous
A shimmering green arrow streaks toward a
target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a
wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
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->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->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->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->Tasha’s Cauldron of Everything
your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a
wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
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->Tasha’s Cauldron of Everything
your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a
wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.






