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Returning 35 results for 'casting rolling greater to have radius'.
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crafting rolling great to have raids
Equipment
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
Blessing
Bless
7–12
Bead of Curing
Cure Wounds (level 2 version)
13–16
Bead of Favor
Greater Restoration
17–18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Spells
Player’s Handbook
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal
plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one
Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Magic Items
Dungeon Master’s Guide
. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
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
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
Spells
Player’s Handbook
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
Spells
Player’s Handbook
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
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
Backgrounds
The Wild Beyond the Witchlight
a sense of wonder. Perhaps greater adventures await you beyond the carnival’s gates.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise kit or one type of musical
instrument
Languages: One of your choice
Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determined by rolling on the
Magic Items
Icewind Dale: Rime of the Frostmaiden
inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi
Bright light in a 5-foot radius and dim light for an additional 5 feet
psi-crystal-int-12-15;12–15
60 feet
Bright light in a 10-foot radius and dim light for an additional 10 feet
psi
Monsters
Guildmasters’ Guide to Ravnica
Counterflux Overcast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Counterflux Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Counterflux Overcast"} to determine the effect:
1–3. The blastseeker creates a 15-foot-radius invisible sphere centered on
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Planescape: Adventures in the Multiverse
residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced
psionic abilities and the accumulated memories of its constituents.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Bringer of Plagues"}. The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is
Monsters
Out of the Abyss
10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw
random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the
Monsters
Out of the Abyss
fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution
gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way
Monsters
Out of the Abyss
). The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it
infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the
Monsters
Fizban's Treasury of Dragons
for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can’t benefit from being invisible. In addition, every Dragon within 1 mile of the creature
becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
Monsters
Planescape: Adventures in the Multiverse
created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in
large numbers, their cranium rat squeaker swarm;swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents.Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.
Monsters
Planescape: Adventures in the Multiverse
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
Magic Items
Icewind Dale: Rime of the Frostmaiden
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a
certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of
Monsters
Strixhaven: A Curriculum of Chaos
for 1 minute or until the professor uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The wall
a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw
Magic Items
Tomb of Annihilation
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30
lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Monsters
Bigby Presents: Glory of the Giants
that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving
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
Monsters
Fizban's Treasury of Dragons
Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can’t benefit from being invisible. In addition
, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
Monsters
Thieves’ Gallery
;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Chaos Bolt"} to hit, range 60 ft., one target. Hit: 14 (2d10 + 3) damage of a random type determined by rolling a d8;{"diceNotation":"1d8
). When Simon or another creature he can see within 10 feet of himself would take damage, he conjures a shimmering, 10-foot-radius sphere of magical force centered on himself. Creatures inside the sphere
Monsters
Bigby Presents: Glory of the Giants
before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.Multiattack. The hellion makes two Morningstar
in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Unearthly Bile"}. The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
that area.An emissary’s greater form sheds all pretense of being part of a plane’s reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh