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                        Returning 35 results for 'centered winks range'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Hail of Stone (Recharge 5–6);{"diceNotation
                                                
                                            
                                                
                                                    ":"1d6", "rollType":"recharge", "rollAction":"Hail of Stone"}. Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Rapier", "rollDamageType":"Poison"} Poison damage.
Hand Crossbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit
                                                
                                            
                                                
                                                     creature in a 20-foot-radius Sphere centered on that point. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Smoke Bomb", "rollDamageType":"Poison"} Poison damage, and the target
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
                                                
                                            
                                                
                                                     creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     range 30/90 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Flame Trident", "rollDamageType":"Piercing"} Piercing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType
                                                
                                            
                                                
                                                     Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Inferno Blast"}. Dexterity Saving Throw: DC 18, each creature in a 30-foot-radius Sphere centered on a point the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear
                                                
                                            
                                                
                                                    . Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
                                                
                                            
                                                
                                                     centered on a point the cataclysm can see within 150 feet. Failure: 45 (13d6);{"diceNotation":"13d6", "rollType":"damage", "rollAction":"Clinging Flames", "rollDamageType":"Fire"} Fire damage. Success
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "}, range 120 feet. Hit: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Storm Bolt", "rollDamageType":"Thunder"} Thunder damage. If the target is a Large or smaller creature, it
                                                
                                            
                                                
                                                     has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                        





