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Returning 35 results for 'degrees spell'.
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degree spell
Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
Monsters
Waterdeep: Dragon Heist
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
has advantage on saving throws against spells and other magical effects.
Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13
Monsters
Storm King's Thunder
as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.Multiattack. Harshnag makes two greataxe attacks.
Gurt's Greataxe
human.
As an action, Harshnag can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the
Magic Items
Storm King's Thunder
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
Magic Items
Waterdeep: Dungeon of the Mad Mage
air envelope is 70 degrees Fahrenheit.
When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that
sit in it:
You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.
You can use
Magic Items
Tomb of Annihilation
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
Monsters
The Book of Many Things
Heat Regeneration. If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn
failed save, or half as much damage on a successful one.
Spellcasting. Aurnozci casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
Monsters
Fizban's Treasury of Dragons
the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Ancient Dragon Turtle;Ancient
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
degrees each hour until it drops to 30 degrees Fahrenheit (the temperature of the surrounding cavern). Raising the lever causes the temperature to rise 10 degrees each hour until it reaches 70 degrees
button reads “LOCKDOWN.” Pushing the button causes every door in the castle (including the rooftop trapdoor) to lock, as if sealed by an arcane lock spell. This effect lasts for 1 hour. While locked in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rune’s magic lowers the room’s temperature to 0 degrees Fahrenheit. When a spell is cast in this room (including one cast from a magic item), the giant rune flashes and deals 36 (8d8) cold damage to
character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning “cold.” A detect magic spell reveals an aura of conjuration magic around the rune. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lesser volcanic earthbergs drift in the air and smash into the greater mountains. The rocky slopes of the plane make movement here difficult and dangerous. The ground inclines at least 45 degrees almost
another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and turns a near miss into a hit, but she then drops the sword. A character narrowly escapes the full brunt of a Fireball spell but has the Prone condition. A character fails to intimidate a kobold
letting them choose the setbacks, you can give players more agency in crafting the story of their characters’ deeds. Degrees of Failure Sometimes a failed D20 Test has different consequences depending
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an
action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops
below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of song and story for years to come. Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal. Spells. A number of spells allow
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the
spell targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. Actions
Multiattack. Artus makes three attacks with Bookmark or his longbow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Spells Sarya raised her hands and began to declaim the words of a very powerful spell, one of the most dangerous she knew, a spell designed to breach the barriers between the planes and create a
pressed on, finishing her gate spell with skill and confidence.
“The gate is open!” she cried. “Malkizid, come forth!”
Before Sarya a great ring or hoop of golden magic coalesced from the air. Through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
space. The temperature within the air envelope is 70 degrees Fahrenheit. When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in
abilities while you sit in it: You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
degrees and driving snow scours the land (detailed in the Dungeon Master’s Guide). Those who reach the Mists find they function as detailed in “The Mists” at the start of this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
continual flame spell. Maddgoth’s magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Northern Smelter Smoke and Heat. Smoke fills this room, making the area lightly obscured. The temperature inside the room is a searing 120 degrees Fahrenheit.
Forge. Roaring flames fill a stone forge
him, he plays dumb and is not the least bit helpful. A lesser restoration spell or similar magic can restore Ghorso’s hearing, for which he is not the least bit grateful. “Now I can hear every
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless
adapted to cold climates, such as reindeer and snowy owlbears. Temperatures. During Auril’s everlasting winter, the average temperature in Icewind Dale is −49 degrees Fahrenheit (−45 degrees Celsius
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
degrees, includes all of us. (Good or neutral)
6 Judgment. Violations against the order of life and death must be set right. (Lawful)
Earning and Losing Piety You increase your piety score to
times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. Athreos’s Votary Piety 10+ Athreos
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30b) is inserted into the lock and turned 90 degrees clockwise, four bolt locks slide back from the surrounding walls, and the door swings inward on adamantine hinges. The door remains open until it is
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24
use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a