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Returning 35 results for 'erupts radius'.
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erupt radius
Spells
Player’s Handbook
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as
attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Spells
Player’s Handbook
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
Magic Items
Dungeon Master’s Guide
you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you
Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02–10
A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM
Spells
Player’s Handbook
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Explosion (Thunder)", "rollDamageType":"thunder"}. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity
Spells
Elemental Evil Player's Companion
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold
Monsters
Strixhaven: A Curriculum of Chaos
"}. Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10);{"diceNotation":"8d10", "rollType
, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Fire Shield
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss
addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
, it subtracts up to 50 feet from the fall when calculating the fall’s damage.
Death Throes. If the draconian is reduced to 0 hit points, its body erupts into sludge that fills a 10-foot-radius
Ancient Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving
shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Volcanic gases
Monsters
Bigby Presents: Glory of the Giants
space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12);{"diceNotation":"8d12
.
Thunderous Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thunderous Vortex"}. The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a
point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
one of the following effects; the dracolich can’t use the same effect two rounds in a row:
Magma erupts from a point on the ground the dracolich can see within 120 feet of it, creating a 20
-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful
Shatter
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw
Monsters
Strixhaven: A Curriculum of Chaos
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
use that action again until he finishes a long rest:
Clay Behemoth. A clay golem erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her.
Spectral Web. A glistening spectral spider web erupts from a point the
Monsters
Storm King's Thunder
lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it
, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
invisible condition against her.
Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19
Bag of Beans
Legacy
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Magic Items
Basic Rules (2014)
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius
gains 5d6 temporary hit points for 1 hour.
02-10
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds.
11-20
A
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shatter Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A loud noise erupts from a point of your
choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or
Magic Items
The Wild Beyond the Witchlight
again until the next dawn.
If at least 1 gallon of blood is poured into the cauldron and stirred for 1 minute, it turns into a cloud of harmless black smoke that erupts from the cauldron and
dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall unconscious for 1 hour, except those that are attuned to the cauldron or immune to being charmed. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shatter Level 2 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A loud noise erupts from a point of your
choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A
Equipment
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and nearby
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
Equipment
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill
with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of
your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield
erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill
with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of
your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield
erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
Equipment
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
Equipment
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing