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Returning 14 results for 'crashes casting'.
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crashed casting
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Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
saving throws relating to crashing when it crashes into a creature or object. The ship and the ram suffer no damage in the crash. These benefits don’t apply if another vessel crashes into the ship with
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
saving throws relating to crashing when it crashes into a creature or object. The ship and the ram suffer no damage in the crash. These benefits don’t apply if another vessel crashes into the ship with
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic






