Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'centered wasted remaining'.
Other Suggestions:
centered water remaining
centered warded remaining
centered water regaining
centered warded regaining
centered washes remaining
Magic Items
Dungeon Master’s Guide
cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Monsters
Icewind Dale: Rime of the Frostmaiden
expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses
its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
Monsters
Waterdeep: Dungeon of the Mad Mage
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
Monsters
Bigby Presents: Glory of the Giants
if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a
Gloom (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Creeping Gloom"}. The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Monsters
The Book of Many Things
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
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
wasted.
Slime Spray. When a creature ends its turn within 30 feet of Zargon, Zargon sprays toxic slime at the creature. The target must make a DC 19 Dexterity saving throw (with disadvantage if it has
Monsters
Planescape: Adventures in the Multiverse
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this
Magic Items
Tomb of Annihilation
.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that
expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
"} 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
Staff of Swarming Insects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Antilife Shell
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
Cube of Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
.
Retributive Strike. You can use an action to break the staff over your knee or 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 a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
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 you can see within range. Alternatively, you can shape
the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If
the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If
the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of
of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of
of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Scrawled on most of the remaining ones is the word “DECEASED” in Maddgoth’s hand, while a handful of dossiers bear the word “LICH” instead. 36b. Secure Records The door to this room is locked and
the door’s stained glass panes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 19 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Scrawled on most of the remaining ones is the word “DECEASED” in Maddgoth’s hand, while a handful of dossiers bear the word “LICH” instead. 36b. Secure Records The door to this room is locked and
the door’s stained glass panes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 19 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.