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Returning 35 results for 'light specific'.
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light specified
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered 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
Spells
Player’s Handbook
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
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Monsters
Phandelver and Below: The Shattered Obelisk
if it fails.
Light Sensitivity. While in bright light, the mutate has disadvantage on attack rolls.Multiattack. The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail
often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.Necrotic, Poison
Monsters
Strixhaven: A Curriculum of Chaos
Intelligence as the spellcasting ability (spell save DC 15):
At will: comprehend languages, guidance, light
2/day each: dimension door, locate object, mage armor, stone shapeArcane Stasis (2/Day). When
flow of events, learning which occurrences herald specific outcomes, and they trace their magic through those paths of causality. In their exploration of ruins, professors of order shore up dangerous
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 15-foot cone
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"force"} force damage.
Time Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 30-foot cone
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
Monsters
Mordenkainen Presents: Monsters of the Multiverse
only to protect woodlands and the people who tend them. A wood woad’s face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one
", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
PsychicColdShadow Stealth. While in dim light or darkness, the mangler takes the Hide action.
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As
Monsters
Fizban's Treasury of Dragons
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
sapphire dragon characters.
Sapphire Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
Monsters
Fizban's Treasury of Dragons
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the
light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of
Hallow
Legacy
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Spells
Basic Rules (2014)
in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature
leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than
Senses
Legacy
This doesn't reflect the latest rules and lore.
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Rules
senses are described below.
BlindsightA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray
effect, indicating that the radius of its blindsight defines the maximum range of its perception.
DarkvisionA monster with darkvision can see in the dark within a specific radius. The monster can see in
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape
occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
blindsight can perceive its surroundings without having to rely on sight, within a specific radius. Darkvision. A creature with darkvision can see in the dark within a specific radius. The creature can see in
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray. Tremorsense. A creature with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding
Vision and Light The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
maximum range of its perception. Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and
Vision and Light The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
blindsight can perceive its surroundings without having to rely on sight, within a specific radius. Darkvision. A creature with darkvision can see in the dark within a specific radius. The creature can see in
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray. Truesight. A creature with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
maximum range of its perception. Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
perceive its surroundings without having to rely on sight, within a specific radius. Darkvision. A creature with darkvision can see in dim light within the radius as if it were bright light and in darkness as if it were dim light. The creature discerns color in darkness as shades of gray.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of
Vision and Light Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim Light. Dim Light, also called shadows, creates a Lightly Obscured
Vision and Light DAVID ASTRUGA Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
you do whenever you attack with that weapon, and if you hit, you add the same ability modifier to the damage roll, which is normal for weapon damage rolls. A specific rule, such as the Light property
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex. As an action, a character can use thieves’ tools to try to open a locked door
disadvantage. The ground floor is paved with slate tiles, except the stable, which is hard-packed dirt. The basement is cobblestone. Light The stables are unlit. During the day, light filters in from the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers






