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                        Returning 35 results for 'cast were rain'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs 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 Masterâs 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 spellâs 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
                                                    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.â
Flaw: âI like to rain destruction down upon my enemies, and I never show them mercy.âLightning, ThunderCold
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ât 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. 
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see âWeather at Seaâ in chapter 5 of the Dungeon Masterâs 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 canât be used again until the next dusk.
Additionally, you can cast the dominate
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Asmodeusâ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargonâs horn from the Nine
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     effects, the spell is cast on the turn that the orb explodes.
Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat
                                                
                                            
                                                
                                                     of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature has 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
                                                
                                            
                                                
                                                     places where natural light can shine on the crystals.
Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragonâs psionic presence. As an action, the dragon can cast
                                                
                                            
                                        
                                                    Control Weather
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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 donât 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
                                                    Playerâs 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).
                                                
                                            
                                        
                                                    Wand of Wonder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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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
                                                
                                            
                                        
                                                    Shifter
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    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
                                                
                                            
                                                
                                                     namesâ 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
                                                
                                            
                                        
                                                     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 donât 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->Playerâs 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->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 donât 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 (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->Basic Rules (2014)
                                                    
                                                
                                            
                                                    : Instantaneous 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
                                                
                                            
                                                
                                                    . At 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    : Instantaneous 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
                                                
                                            
                                                
                                                    . At 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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    . The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spellâs
                                                
                                            
                                                
                                                    . On a 1, the wand crumbles into dust and is destroyed.  d100 Effect   01â05 You cast slow. 06â10 You cast faerie fire. 11â15 You are stunned until the start of your next turn, believing something
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spellâs
                                                
                                            
                                                
                                                    . On a 1, the wand crumbles into dust and is destroyed.  d100 Effect   01â05 You cast slow. 06â10 You cast faerie fire. 11â15 You are stunned until the start of your next turn, believing something
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     surrounding the tower creates light wind and occasional rain in a 5-mile radius. Every day, there is a 10 percent chance the storm spikes in intensity to become a full thunderstorm with strong winds and
                                                
                                            
                                                
                                                     heavy precipitation for 24 hours. A creature in the control chamber who is attuned to the Labyrinth Funnel can cast control weather (as an action) at will to change the conditions of the storm. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     vane. Read or paraphrase the following once the device is restored: The villagers gather around the Stormâs Eye Weather Vane with their gazes cast toward the shore. Peals of thunder shake the ground
                                                
                                            
                                                
                                                     sweeps toward Respite, the clouds suddenly part around the village. Despite howling winds tearing across the surrounding countryside, nary a breeze nor a drop of rain hits Respite.The villagers cheer as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    10. Rainfall Caverns Water pours from the ceiling of these 20-foot-high caves like a heavy rain. Consequently, creatures in this area have disadvantage on Wisdom (Perception) checks that rely on
                                                
                                            
                                                
                                                     character does so, the voice answers as if the character had cast the augury spell. Once the stone is used in this way, it cannot be used again until the next dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see âWeather at Seaâ in chapter 5 of the Dungeon Masterâs
                                                
                                            
                                                
                                                    . Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident canât be used
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
                                                
                                            
                                                
                                                     feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.
04
You can cast the legend lore spell three times.
Whenever you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     buildings in their entirety. Nothing can pass through the barrier, including air, fog, rain, and snow. Creatures that donât realize the field is there bounce off it, with birds especially prone to striking
                                                
                                            
                                                
                                                     other. A disintegrate spell or a successful dispel magic (DC 19) spell cast at the field creates a 10-foot-square opening that lasts for 1 minute. Destroying the Force Field A magic rune in area K18 generates the force field. Destroying that rune ends the effect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Storm Sorcery Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born
                                                
                                            
                                                
                                                     Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    Storm Sorcery  Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born
                                                
                                            
                                                
                                                     your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     location becomes the point of origin of a spell or 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 spellâs 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     location becomes the point of origin of a spell or 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 spellâs 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deitiesâ might. A planetar can call down rain to relieve a drought, or can loose an insect
                                                
                                            
                                                
                                                     Awareness. The planetar knows if it hears a lie.
 Innate Spellcasting. The planetarâs spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no
                                                
                                            
                                        






