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Returning 35 results for 'disperses since range'.
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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
) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
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
Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image
is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you
Spells
Player’s Handbook
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no
create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A
Spells
Player’s Handbook
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else
Spells
Player’s Handbook
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion
image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence
Spells
Forgotten Realms: Heroes of Faerûn
You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell
) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until
Monsters
Forgotten Realms: Adventures in Faerûn
Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Eldritch Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage
or regret, but to hide the powers she has since gained as an Undead creature.Valindra Shadowmantle’s Lair
Valindra lairs within a sprawling, ruined library in the Shadowfell. After several
Monsters
Baldur’s Gate: Descent into Avernus
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik’s next turn.Second son of Duke Thalamra
Monsters
Dragons of Stormwreck Isle
Multiattack. Tarak makes three Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft
criminal, but he has since devoted himself to the study of herbs and medicine. He is usually unarmed, but he keeps several daggers hidden in his cell (in area A1 of Dragon’s Rest).Cunning Action. Tarak takes the Dash, Disengage, or Hide action.
Stinking Cloud
Legacy
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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.
Monsters
Spelljammer: Adventures in Space
Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage
.
Poison Bomb. The ssurran throws a tangerine-sized bomb at a point up to 60 feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the
Monsters
Storm King's Thunder
":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Dart. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft
father since he was a baby.
Ideal: “Without duty or loyalty, a man is nothing.”
Bond: “Icewind Dale is where I belong for the rest of my life.”
Flaw: “I am honest to a fault.”
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
","rollDamageType":"piercing"} piercing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2
Monsters
Acquisitions Incorporated
":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Shortbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320
the last of her flesh is constantly sloughing off her, she dismisses that effect as “allergies.” The rest of her crew don't know what to do, since Jelayne has kept her intellect, knowledge, and
Monsters
Dragon of Icespire Peak
":"Longbow"} to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Falcon the Hunter
treated—fairly and with patience.
Falcon's real name is Gustaf Stellern, but he has long since abandoned it. His hunting skills have earned him the name he now bears.
Kobold Inventor
Legacy
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Monsters
Volo's Guide to Monsters
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
","rollDamageType":"piercing"} piercing damage.
Sling. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2
Monsters
Guildmasters’ Guide to Ravnica
makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8);{"diceNotation":"4d8","rollType":"roll","rollAction":"Multiattack"} damage if the giant has taken damage since its
":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft
Fog Cloud
Legacy
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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
or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
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
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
Princes of the Apocalypse
whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead
+8","rollType":"to hit","rollAction":"Windvane"} to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Windvane
Monsters
Dragonlance: Shadow of the Dragon Queen
the attacks with a use of Spellcasting.
Withering Blast. Melee or Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Withering Blast"} to hit, reach 5 ft. or range 60
strong wind disperses the cloud.
Spellcasting. Lohezet casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At
Incendiary Cloud
Legacy
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Spells
Basic Rules (2014)
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts
for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes
Monsters
Baldur’s Gate: Descent into Avernus
since his last turn.
Heavy Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage
hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of
Monsters
Mythic Odysseys of Theros
":"force"} force damage.
Dart. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4
in ages past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with
Monsters
Vecna: Eve of Ruin
"} damage if Glaive is in overdrive.
Serrated Bolt. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Serrated Bolt"} to hit, range 60 ft., one target. Hit: 13 (3d6 + 3
", "rollType":"roll", "rollAction":"Self-Preservation"}.Since the Mournland’s earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades’ bloody conquest of the
Monsters
Waterdeep: Dragon Heist
“Teleporter Rings”).Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
loves to cook, and uses his mage hand cantrip to cut vegetables. He assumes the characters are intruders unless convinced otherwise. Any ability check to do so is made with disadvantage, since
Monsters
Candlekeep Mysteries
Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit
monsters
range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"Force"} Force damage.
Paralyzing Touch. Melee Attack Roll: +12
demeanor. However, his true form was that of a moldering lich, eyes ablaze with blasphemous energy.
Since arriving in the Domains of Dread, Azalin has been unable to learn new magic. For a wizard who
Monsters
Princes of the Apocalypse
stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Drown","rollDamageType":"piercing"} piercing damage plus 4 (1d8
Speak with Dead
Legacy
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Spells
Basic Rules (2014)
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The
. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.