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Returning 35 results for 'create wind reflective'.
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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
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
(such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
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
Monsters
Monster Manual
Magic2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane ShiftLightning, Thunder
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
.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
Magic Items
Dungeon Master’s Guide
(Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
)
Ring of Elemental Command (Water);Water
Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Spells
Player’s Handbook
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Magic Items
Wayfinder's Guide to Eberron
of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Monsters
Storm King's Thunder
and land prone, taking 1d8;{"diceNotation":"1d8","rollType":"damage","rollAction":"Fling","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet it was thrown.
Wind Aura. A magical aura of
wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant
Monsters
Strixhaven: A Curriculum of Chaos
will: minor illusion
2/day each: fog cloud, gust of wind, mage armorProfessors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these
teachers channel the elements of wind, flame, and lightning to accompany them. Their magic is fast and beautiful, which becomes swift death in battle, mesmerizing in its energetic flow. Devastating
Monsters
Bigby Presents: Glory of the Giants
their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.Poison
Spells
Elemental Evil Player's Companion
up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.
A frost salamander that
Spells
Elemental Evil Player's Companion
feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
You can use your action to create a 15-foot cube of swirling wind centered on a point you can see
Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60
Monsters
Mordenkainen Presents: Monsters of the Multiverse
is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion’s Coats of Arms table to determine it.
Champion’s Coats of Arms
and white
12
Black anvil cracked down the middle on an orange field
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Spells
Elemental Evil Player's Companion
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so
next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Monsters
Icewind Dale: Rime of the Frostmaiden
animals
2nd level (3 slots): animal messenger, moonbeam, pass without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
4th level (3 slots): hallucinatory terrain, ice storm
5th level
goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to
Spells
Elemental Evil Player's Companion
use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
"} lightning or thunder damage (Nafas’s choice).
Create Vortex. A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
Backgrounds
Guildmasters’ Guide to Ravnica
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Monsters
Fizban's Treasury of Dragons
to throw caution to the wind when in pursuit of new items for my hoard.
3
No matter how old I get, I always delight in harmless pranks and tricks.
4
I’ve always been mature for my
trouble in the name of lifting the “curse.”
4
Ettercap;Ettercaps captured a moonstone dragon wyrmling, who has so far avoided becoming dinner by teaching the ettercaps to create wild
Djinni
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each
","rollAction":"Scimitar","rollDamageType":"thunder"} damage (djinni’s choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see
Monsters
Misplaced Monsters: Volume One
lives in Wildspace. His body magically produces air, allowing him to thrive in a vacuum and create powerful gusts of wind. Sheldon uses the wind to knock down foes and propel himself farther than his
", "rollDamageType":"blueberry"} blueberry damage.
Jetstream Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Jetstream Breath"}. Sheldon exhales a line of magical wind that is
Druidcraft
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for
Pipes of Haunting
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Fog Cloud
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate
Prestidigitation
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect
, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Cloudkill
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command. You can expend 2 of the ring’s
necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Phantasmal Force
Legacy
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Spells
Player’s Handbook (2014)
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object
steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
were minions of Grazz’t, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to
sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard