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Returning 35 results for 'full sphere'.
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Equipment
Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one.
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
creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher
Monsters
Misplaced Monsters: Volume One
a bonus action.
Rejuvenating Seedpods (2/Day). The dandylion releases a burst of seedpods from its tail, filling a 10-foot-radius sphere centered on itself. Each creature of the dandylion’s
choice in the sphere can immediately end one of the following conditions on itself (creature’s choice): blinded, deafened, paralyzed, or poisoned. In addition, all soil in the sphere’s area
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Polar Ray","rollDamageType":"cold"} cold damage.
Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area
Monsters
Journeys through the Radiant Citadel
sphere centered on the tlexolotl must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Pyroclasm
lair or the eruption of its molten home—the lava-drenched brute emerges in a rage, rampaging forth until its belly is full and its volcano is quiet once more.
Despite a tlexolotl’s
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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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
intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Unearthly Bile"}. The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
Monsters
Quests from the Infinite Staircase
at its full speed while dragging creatures it is grappling.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 19
);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"force"} force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
12: Archive Shelves full of massive logbooks line the walls of this two-story archive. A spiral staircase in the room’s center connects to the archive’s upper level. The books contain records on all
gray slaad and believes it can find the key to its metamorphosis somewhere in the Donjon Sphere. The party can learn much about the sphere from the slaad—including, possibly, a means of escape. However, Ganakki won’t leave the archive. Ganakki has a red key card.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(such as the Gust of Wind spell) disperses the smoke. Gunpowder Setting fire to a container full of Gunpowder causes it to explode. When a container explodes, each creature in a 10-foot-radius Sphere
-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Dynamite Stick An an action, you can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, but surely a sight that must be seen, is the Moon Sphere. This isn’t a structure but an event that occurs during every full moon, when a glowing, spherical field of blue light appears in the square
known as the Dancing Court. Any creatures that enter the sphere find that they can fly about inside it just by willing themselves to do so. For centuries, Waterdavians have used these supernatural events
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mournland’s impeded navigation. The characters can do this by tuning their second rod piece to a working Docent from inside one of the fallen colossi. A Docent is a small, sentient metal sphere that
employs its sentience and magic on behalf of an attuned warforged; the full description of a Docent is found in the “Finding a Docent” section later in this chapter. The wizards correctly postulate that a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
6. Hallway This hallway slants down sharply toward area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation
floor in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6. Hallway This hallway slants down sharply towards area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation
in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway before
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The swamp and the overgrown hills beyond are difficult terrain. At a normal pace, it takes the party a full day to reach Bathalang Puno (24 miles away), or half a day to reach Sorrow’s Zenith (12
(Survival) check notice the haze growing thicker and more pungent. If the characters notice, they can avoid the miasma by rushing out of the area. If they don’t, a toxic, 20-foot-radius sphere surrounds a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 creature in the area
the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 creature in the area
the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
10-foot-radius sphere centered on itself. Each creature of the dandylion’s choice in the sphere can immediately end one of the following conditions on itself (creature’s choice): blinded, deafened
, paralyzed, or poisoned. In addition, all soil in the sphere’s area is enriched, restoring withered vegetation in the area to full health and causing all crops in the area to produce twice the normal
Compendium
- Sources->Dungeons & Dragons->Monster Manual
’ skulls and magic items to their own hoards. Vance Kovacs An ancient white dragon freezes a ship full of
trespassers before they set foot in its territory Ancient White Dragon Gargantuan Dragon
.
Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target’s Speed is 0
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
5-foot-diameter, crimson, semitranslucent crystal sphere in a low stand. A door in the side of each sphere opens when a creature that has telepathy approaches within 5 feet of it; half the door swings
upward and half swings down to form a ramp. Each sphere is a cryogenic stasis pod designed to keep a gnome ceremorph or a gnome squidling alive and healthy on a long voyage. The pods are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
grapple one creature. Zargon can move at its full speed while dragging creatures it is grappling.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 7
(2d6) acid damage.
Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic
): blur, flaming sphere
3rd level (1 slot): fireball
Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the 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
creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the 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
creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration. Using a Higher
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
-foot-radius sphere surrounding an ominous, 1-foot-tall statue of a menacing, four-winged, birdlike figure. Once per day, when a creature enters the area, the trap’s emanation manifests as the sound
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
and sleek.
Scrying Sphere. The silver sphere is a scrying device that allows Teremini to remotely communicate with Lord Soth, who has a similar sphere in his home, Dargaard Keep. A creature that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the
spells work. Oath of Redemption Spells Paladin Level Spells 3rd sanctuary, sleep 5th calm emotions, hold person 9th counterspell, hypnotic pattern 13th Otiluke’s resilient sphere, stoneskin 17th
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2nd level: arcane lock, cloud of daggers, flaming sphere, knock
3rd level: dispel magic, fireball
Devlin’s staff is a staff of striking, but any character who attunes to it transforms into a goat
eyes become goat-like, and stumpy horns sprout from the brow. On the last day, the character’s fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Object Transformation d100 New Object 01–10 Bag of 20 caltrops (2 lb.) 11–25 Bar of soap (1/4 lb.) 26–35 Clay bowl containing 20 candied plums (1 lb.) 36–50 Dead, rotting fish (2 lb.) 51–60 Full
-foot-radius sphere centered on the statue and lasts for 1 minute. Any creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or contract a disease called
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the
three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped
Compendium
- Sources->Dungeons & Dragons->Divine Contention
army of a hundred warriors. Three suits of full plate armor rest on dummies by the western wall. Weapons Locker. This locker is reinforced with a superior lock. To open this door, a character must
.
3-5 Reversed Gravity. Gravity reverses in a 20-foot-radius sphere around the character. Any creatures in this area fall upwards, taking 2d6 bludgeoning damage as they crash headfirst into the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Star Spawn Emissary Greater Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of
.
Unearthly Bile (Recharge 5–6). The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the room. It erupts with magical energy that fills a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) thunder damage
on a failed saving throw, or half as much damage on a successful one. Treasure. Spite keeps a tiny jeweled chest inside his rolltop desk. This chest (50 gp) is a replica of a full-sized chest made of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. A clearly visible trapdoor leads down to a cellar full of foodstuffs, wine, beer, and fuel for the fire. T2d: Visitors’ Rooms. Each of these guest rooms contains a low table, three stools, and three
either direction, one must first say the password (“apogee”), which is known only to the tower’s stewards. If the door is opened without the password, flame erupts in a 10-foot-radius sphere centered on






