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Returning 28 results for 'cast centred'.
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cast centered
cast center
magic-items
target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
magic-items
target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
magic-items
target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
magic-items
target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The gems are destroyed when the spell is cast and their pieces fall to the ground
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
spells
obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you.
When you reach higher levels, the size of the
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscured;heavily
spells
You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st level or higher in this
Heliana’s Guide to Monster Hunting: Part 2)
Any additional spell cast this way targets or is centred on the spellcaster, who has no control over the spell’s effects. The DC for any saving
spells
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can
its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success.
An enraged creature can repeat the
spells
centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked
. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
monsters
spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13, +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
.
Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscured;heavily obscures the area. It then moves up to its speed.
Rage
monsters
. The rakshasa can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability(spell save DC 17, +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
, the target can’t be affected by spells or magical effects of 4th level or lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries
monsters
spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
the turn of the guardian with the highest initiative.
Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscured;heavily
monsters
spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17, +9;{"diceNotation":"1d20+9", "rollType":"to hit
black smoke centred on it that heavily obscured;heavily obscures the area. It then moves up to its speed.
Rage Spores (Costs 2 Actions). The sporeslinger blows a plume of spores in a 30-foot cone. Each
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
: Bard, Sorcerer, Wizard
You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st
silence 9 The spellcaster regains 2d10 hit points. 10 The spellcaster doesn’t expend a spell slot to cast its spell. *See Appendix B
Any additional spell cast this way targets or is centred on the
monsters
rakshasa can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
;t be affected by spells or magical effects of 2nd level or lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries, or touches is
monsters
. The rakshasa can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 21, +13;{"diceNotation":"1d20+13", "rollType":"to hit
, the target can’t be affected by spells or magical effects of 6th level or lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you. When you reach higher
round
Class: Druid, Sorcerer, Wizard
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The
spells
With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become
cursed until the spell ends.
When you cast the spell, choose one of the following fungi to grow on the cursed creatures:
Amanita Rotgut. The creature immediately takes 2d6 poison damage and becomes
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do
not require concentration. You can choose to fire at a point on a surface or at a target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing
ferrous armour have disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Class: Druid, Sorcerer, Warlock, Wizard
With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain
when it enters the spell’s area for the first time on its turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, Warlock, Wizard
You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius, 100-foot-high cylinder centred on that point becomes difficult terrain
cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much
Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, Wizard
With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound
(typically, those of CR 7 or higher) automatically succeed on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
: Bard, Sorcerer, Warlock
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving
towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success. An enraged
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, up to 1 minute
Class: Druid, Warlock, Wizard
With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must
succeed on a Constitution saving throw or become cursed until the spell ends. When you cast the spell, choose one of the following fungi to grow on the cursed creatures: Amanita Rotgut. The creature
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
save DC is always 14 for tar pits outside of the tar-rasque’s lair. Helping Hand. At any time during the battle, Archdruid Xyxl can appear in a bird form, cast the mass cure wounds spell at 5th, 7th
creature itself, can use its action to make a VDC Strength, freeing the stuck creature on a success. Quake. The ground shakes in a 100-foot-radius sphere centred on a point the tar-rasque chooses
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
hour in direct sunlight.
Spellcasting. The sporeslinger is a 3rd-level spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability
staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscures the area. It then moves up to its speed.
Rage Spores (Costs 2 Actions). The sporeslinger blows a plume of
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At will: can’trip *, detect thoughts c
lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries, or touches is suppressed while the target is in contact with the item. The curse