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                        Returning 35 results for 'levels sphere'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.
Ioun Stone of Agility;Agility (Very Rare). Your
                                                
                                            
                                                
                                                     Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Actions). The veiled presence magically emanates dazzling light in a 10-foot-radius sphere centered on itself until the end of its next turn, during which time attack rolls against it have disadvantage
                                                
                                            
                                                
                                                     and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or enters the light for the first time on its turn, that creature must
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    );{"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
                                                
                                            
                                                
                                                     within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
                                                
                                            
                                                
                                                    , requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
                                                
                                            
                                                
                                                     region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on
                                                
                                            
                                                
                                                     the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     wide and high.
Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other
                                                
                                            
                                                
                                                     made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
                                                
                                            
                                        
                                                    Ioun Stone
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't
                                                
                                            
                                                
                                                     cancel it.
Ioun Stone of Agility;Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Ioun Stone of Awareness;Awareness
                                                
                                            
                                        
                                                    Fog Cloud
                                                    
    
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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.
                                                
                                            
                                        
                                                    Circle of Death
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a
                                                
                                            
                                                
                                                     failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
                                                
                                            
                                        
                                                    Flaming Sphere
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a
                                                
                                            
                                                
                                                     Dexterity saving throw. The creature takes 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. If you ram the sphere into
                                                
                                            
                                        
                                                    Mass Cure Wounds
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8
                                                
                                            
                                                
                                                     + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
                                                
                                            
                                        
                                                    Insect Plague
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly
                                                
                                            
                                                
                                                     damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this
                                                
                                            
                                        
                                                    Chromatic Orb
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a
                                                
                                            
                                                
                                                     ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
                                                
                                            
                                        
                                                    Shatter
                                                    
    
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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
                                                
                                            
                                                
                                                     saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
                                                
                                            
                                        
                                                    Fireball
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on
                                                
                                            
                                                
                                                     objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it
                                                
                                            
                                                
                                                     appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action
                                                
                                            
                                        
                                                    Confusion
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
                                                
                                            
                                                
                                                    This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must
                                                
                                            
                                        
                                                    Cloudkill
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses
                                                
                                            
                                                
                                                    .
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
                                                
                                            
                                        
                                                    Vitriolic Sphere
                                                    
    
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                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity
                                                
                                            
                                                
                                                     the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
                                                
                                            
                                        
                                                    Delayed Blast Fireball
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
                                                
                                            
                                                
                                                     solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves
                                                
                                            
                                                
                                                     emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
                                                
                                            
                                        
                                                    Freezing Sphere
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
                                                
                                            
                                                
                                                     the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
                                                
                                            
                                        
                                                     Spells
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic
                                                
                                            
                                                
                                                     unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
                                                
                                            
                                        
                                                    Otiluke's Freezing Sphere
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
                                                
                                            
                                                
                                                     minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
                                                
                                            
                                        
                                                    Wall of Ice
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
                                                
                                            
                                                
                                                    . That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the
                                                
                                            
                                        
                                                    Glyph of Warding
                                                    
    
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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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
                                                
                                            
                                                
                                                     minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     3d10 necrotic damage.  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
 Insect Plague 5th-level
                                                
                                            
                                                
                                                    , biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     minutes Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly
                                                
                                            
                                                
                                                     much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
                                                
                                            
                                                
                                                     minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a
                                                
                                            
                                        






