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Returning 35 results for 'cause radius give to have reflection'.
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Spells
Player’s Handbook
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed
Magic Items
Dungeon Master’s Guide
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
Magic Items
Dungeon Master’s Guide
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action
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
, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact
Magic Items
Dungeon Master’s Guide
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
saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure
Spells
Player’s Handbook
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Magic Items
Dungeon Master’s Guide
to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When
Monsters
Bigby Presents: Glory of the Giants
failed save, or half as much damage on a successful one.Spell Reflection (2/Day). Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"spell", "rollAction":"Spell Reflection"} to hit, range 120
ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"force"} force damage, and the
Magic Items
Icewind Dale: Rime of the Frostmaiden
By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll
, or nothing happens and the scroll is wasted.
The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10
Magic Items
Fizban's Treasury of Dragons
radiant damage the sword dealt.
While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Monsters
The Wild Beyond the Witchlight
can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn.
Revivify (Recharges at the Next Dawn). While holding Steel
the world can be spared from evil by those who have enough courage to stand against it.
Alignment. Lawful good.
Personality Trait. “I try to see the good in people, but I won’t give
Magic Items
Guildmasters’ Guide to Ravnica
vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a
successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest.
If you don’t
Magic Items
The Book of Many Things
.
Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it.
Monsters
Spelljammer: Adventures in Space
Breath"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 20-foot-radius sphere centered on that point. Each
between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales
Monsters
The Wild Beyond the Witchlight
creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fiery Explosion
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies
Monsters
Spelljammer: Adventures in Space
"}. The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 10-foot-radius sphere centered on that point. Each
between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales
Monsters
Ghosts of Saltmarsh
cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy
Monsters
Quests from the Infinite Staircase
cause, buffeting these foes with their shocking implements.Aura of Resilience (1/Day). The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this
Monsters
Spelljammer: Adventures in Space
180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10);{"diceNotation":"10d10
its turn.
Tail Attack. The dragon makes one Tail attack.
Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Monsters
Spelljammer: Adventures in Space
240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10);{"diceNotation
its turn.
Tail Attack. The dragon makes one Tail attack.
Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area
Monsters
Planescape: Adventures in the Multiverse
, except for magic items, reduced to ash. Hit or Miss: The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area
Magic Items
The Wild Beyond the Witchlight
As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give
next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
Monsters
Dragonlance: Shadow of the Dragon Queen
mount with an attack, Red Ruin can cause the attack to target her instead.
Mounted Evasion. When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no
she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity
Monsters
Princes of the Apocalypse
count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects:
A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They
possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.
Among fey courts, the risk of attracting a nilbog has given rise to the
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
kraken uses Fling.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures
Magic Items
Tomb of Annihilation
This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
Cause a blue gem set into the dagger
’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on your palm, points north
Magic Items
Icewind Dale: Rime of the Frostmaiden
A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the
of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn
Monsters
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
.
Lightning Storm (Costs 2 Actions). Slarkrethel uses Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its master.A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master’s house, burrow holes through a
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
. Osybus sought to use others’ souls as springboards to his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong