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Returning 35 results for 'creating clear within'.
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Spells
Player’s Handbook
Whispering to the spirits of nature, you create one of the following effects within range.
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
Spells
Player’s Handbook
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point
you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save
Spells
Player’s Handbook
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
Monsters
Monster Manual
’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
Monsters
Monster Manual
’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10
turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
Spells
Player’s Handbook
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
appearing within 5 feet of the gem.
The gem is a Tiny object that has AC 20; HP 50; and Immunity to Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but
Monsters
Monster Manual
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6);{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Energy Drain
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Monsters
Monster Manual
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it. 8: Petrification Ray. Constitution Saving Throw: DC 16
Monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Monsters
Monster Manual
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Monsters
Forgotten Realms: Adventures in Faerûn
of ancient empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of
or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Monsters
Forgotten Realms: Adventures in Faerûn
, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Spirit Gem"} days if her spirit gem is intact, reviving with all her Hit Points. The new body appears in an unoccupied space within her lair.Multiattack. Valindra makes
teleport up to 20 feet to an unoccupied space she can see.
Life-Rending Gaze. Wisdom Saving Throw: DC 20, one creature Valindra can see within 30 feet. Failure: 22 (4d10);{"diceNotation":"4d10
Monsters
Forgotten Realms: Adventures in Faerûn
Chardalyn Sense. Zlan senses the emotions of anyone touching a piece of chardalyn within 100 miles of itself.
Legendary Resistance (3/Day). If Zlan fails a saving throw, it can choose to succeed
instead.
Magic Resistance. Zlan has Advantage on saving throws against spells and other magical effects.
Next of the Seven (6/Year). If Zlan dies within 100 miles of a piece of chardalyn at least 4
Monsters
Forgotten Realms: Adventures in Faerûn
. The dragon moves up to half its Speed, and it makes one Rend attack.
Spore Salvo. Constitution Saving Throw: DC 20, one creature within 30 feet of the dragon that it can see. Failure: 16 (3d10
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Monsters
Forgotten Realms: Adventures in Faerûn
containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
Monsters
Forgotten Realms: Adventures in Faerûn
dragon moves up to half its Speed, and it makes one Rend attack.
Spore Salvo. Constitution Saving Throw: DC 15, one creature within 30 feet of the dragon that it can see. Failure: 13 (3d8
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Monsters
Forgotten Realms: Adventures in Faerûn
empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Monsters
Forgotten Realms: Adventures in Faerûn
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
creature Karas can see within 90 feet of herself. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Harrow", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Monsters
Astarion's Book of Hungers
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
you have a clear line to its space? No. If you can’t see something, it’s not within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules.
The Frightened condition says “while the source of its fear is within line of sight.” Does that mean you have Disadvantage on attack rolls and ability checks even if the source is imperceptible but
Magic Items
Infernal Machine Rebuild
This clear potion has dark red flecks within, resembling clotted blood. When you drink this potion, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope’s bite or similar effect.
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain, hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
Magic Items
Princes of the Apocalypse
within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the
Monsters
Fizban's Treasury of Dragons
round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
Clear Skies. The skies above
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
Monsters
Fizban's Treasury of Dragons
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
Chime of Opening
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock
. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.






