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Returning 35 results for 'centered reverse globe to have required'.
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Monsters
Monster Manual
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8
Monsters
Monster Manual
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
one Rend attack.
Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6);{"diceNotation":"3d6
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
Spells
Player’s Handbook
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spell components and using Wisdom as the spellcasting ability (spell save DC 18):
At will: mage hand (the hand is invisible)
3/day each: see invisibility, telekinesis
1/day each: globe of
equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the
Monsters
Dragonlance: Shadow of the Dragon Queen
":"1d6", "rollType":"recharge", "rollAction":"Miasma"}. Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area
successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A
Monsters
Mordenkainen Presents: Monsters of the Multiverse
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
);{"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
Mordenkainen Presents: Monsters of the Multiverse
Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation
aren’t being worn or carried (no action required).
Flyby. The phoenix doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Illumination. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
two rounds in a row:
Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
Magic Items
Storm King's Thunder
) lightning damage. The bolt discharges from the mouth of one of the throne’s blue dragon skulls.
As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from
the throne. The globe encloses both the creature and the throne.
As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the
Monsters
Quests from the Infinite Staircase
, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargon’s next turn.
Slime Wave (Recharge 5–6);{"diceNotation":"1d6", "rollType
takes its turn immediately after Zargon’s. Only a Wish spell can reverse this transformation and restore the creature to life.Zargon can take up to three reactions per round but only one per turn
Magic Items
Tasha’s Cauldron of Everything
(for either attuned creature), you can command it in the following ways:
Open or close the hatch (no action required, once per turn)
Move the servant up to its speed (no action required)
As an
servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning
Monsters
Van Richten’s Guide to Ravenloft
priest’s next turn.
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point
-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Polar Ray","rollDamageType":"cold"} cold damage.
Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving
stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it
Monsters
Van Richten’s Guide to Ravenloft
creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage
mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a
body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is
Monsters
Van Richten’s Guide to Ravenloft
;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution
silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If
Monsters
Van Richten’s Guide to Ravenloft
"}). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType
’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Quests from the Infinite Staircase
"} lightning damage.
Stardust. Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The anarch casts the reverse
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
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
spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't
can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:
The giant creates a thunderclap centered on a point anywhere in its lair. Each
monsters
he doesn’t have the Incapacitated condition, the lord can move the image up to 60 feet during his turn (no action required). The lord can perceive and speak through this image as if he were in
Saving Throw: DC 18, each creature in a 20-foot Sphere centered on a point the lord can see within 100 feet. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Exploding Pie
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area