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Returning 35 results for 'ground color light'.
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ground cold light
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Magic Items
Dungeon Masterâs Guide
shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the
Magic Items
Dungeon Masterâs Guide
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
, whereupon the rodâs head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Spells
Playerâs Handbook
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but itâs transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Spells
Playerâs Handbook
(Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam
shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
Species
Playerâs Handbook
to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their
celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the
Spells
Playerâs Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
Spells
Playerâs Handbook
-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smokeâs scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist
Spells
Playerâs Handbook
.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff
nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory
Spells
Playerâs Handbook
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the
Spells
Playerâs Handbook
A shimmering, multicolored plane of light forms a vertical opaque wallâup to 90 feet long, 30 feet high, and 1 inch thickâcentered on a point within range. Alternatively, you shape the
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Magic Items
Dungeon Masterâs Guide
the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
a successful save, the target isnât cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Spells
Playerâs Handbook
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
Magic Items
Dungeon Masterâs Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
Spells
Playerâs Handbook
ground hold the target in place. The target has the Restrained condition and canât be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the
Magic Items
Dungeon Masterâs Guide
minute. To you, solid objects within that radius appear transparent and donât prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Magic Items
Dungeon Masterâs Guide
.
61â64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass thatâs already there grows to ten times its
are picked off, the leaves turn brown and fall off after 24 hours.
78â82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
Spells
Playerâs Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Spelljammer: Adventures in Space
offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn
darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in
Monsters
Spelljammer: Adventures in Space
light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy depriving other creatures
spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon can
Monsters
Spelljammer: Adventures in Space
are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy
spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"slashing"} slashing damage.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target
. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing damage.Demos magen wear armor, wield weapons, and typically serve as
Monsters
Baldurâs Gate: Descent into Avernus
. Although small, redcaps have formidable strength.
In the Feywild, or in places where that plane touches another plane at a fey crossing, one or more redcaps might appear where fresh blood soaks the ground
, the word âcool,â or the color blue.
When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.
Monsters
Spelljammer: Adventures in Space
shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons
Monsters
Tales from the Yawning Portal
spell attacks). She has the following wizard spells prepared:
Cantrips (at will): light, prestidigitation, ray of frost
1st level (2 slots): color spray, magic missile, shield, sleep
Tree Thrall. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snailâs shell emits dazzling, colored light until the end of the snailâs next turn
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
Monsters
Spelljammer: Adventures in Space
, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
Monsters
Spelljammer: Adventures in Space
sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown
generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and
Monsters
Princes of the Apocalypse
with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* fire bolt, friends, light, minor illusion
1st level (4 slots
): burning hands, color spray, mage armor
2nd level (3 slots): scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern
4th level (1 slot): fire shield (see Wreathed in Flame
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Grungs
Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
effect based on the grungâs color (see âVariant: Grung Poisonâ). They also use this venom to poison their weapons.
Variant: Grung Poison
A creature poisoned by a grung can suffer an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape
secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grungâs color (see âVariant: Grung Poison&rdquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole
gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grungâs color (see âVariant
Magic Items
Quests from the Infinite Staircase
This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern
lanternâs flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the âDestroying the Lanternâ section).
Revealing Light. The lantern sheds
Monsters
Princes of the Apocalypse
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
, and the affected creature canât benefit from being invisible.
Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other
Monsters
Quests from the Infinite Staircase
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.
A single pech can draw on the magic of the Elemental Plane of
Monsters
Guildmastersâ Guide to Ravnica
Flyby. The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Grounded Lightning. The first time on a turn that the arclight phoenix touches the ground, it
takes 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Grounded Lightning","rollDamageType":"force"} force damage.
Illumination. The arclight phoenix sheds bright light in a 15-foot






