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Returning 35 results for 'merely sphere with only are from for larger'.
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Magic Items
Dungeon Master’s Guide
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and 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
Monsters
Strixhaven: A Curriculum of Chaos
larger, and the professor can push the target horizontally up to 10 feet away.
Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as
merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them
Monsters
Dragonlance: Shadow of the Dragon Queen
she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity
refer to her merely as “commander” or “Red Ruin”—a sobriquet earned after razing numerous targets from the air. She rarely removes her distinctive dragonnel-shaped helmet
Spells
Elemental Evil Player's Companion
choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s
Monsters
Quests from the Infinite Staircase
see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot’s choice):
Concussion Grenade. Each creature
in the sphere must make a DC 15 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Concussion Grenade", "rollDamageType":"force"} force damage on a
Monsters
Acquisitions Incorporated
Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the
Equipment
Smoothbore, muzzleloading Cannons are common fixtures on pirate ships and defensive fortifications, capable of splintering wood and reducing stone to gravel with a thunderous boom. Larger siege
use it.
Explode. When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
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->Dungeon Master’s Guide (2014)
. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the
Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC. A creature can also use an action to make an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
Watery Sphere 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute You conjure up a sphere of water with a 5
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
your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics, anything is possible—including
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
, magically looking inside a sphere, such as with a clairvoyance spell or a ring of x-ray vision, will show that it contains some apparent treasure and a key. (Each sphere holds a key, but only one of the
1 through 9 for your own reference. The globes contain the following items: Sphere 1. Three folded-up shadows, 300 worthless lead pieces, and a false key. (The shadows aren’t visible to magical
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
you do … or than any of your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
silhouettes of fir trees, lit from behind and above by a white, moon-like sphere of glass that hangs from the ceiling by a short chain and casts long shadows on the walls. Suspended above the stage is a
destroyed in chapter 1, it is one of the eleven shadows here, all of which are invisible while they remain hidden in the normal shadows being cast by the wooden silhouettes. One of the shadows, larger
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaamites who make up the core of Daask aren’t merely criminals; they are elite soldiers of Droaam working for Sora Katra, and part of an operation that is taking root in larger cities across Khorvaire
. The seemingly random attacks by Daask are part of a larger plan that, if it succeeds, will eventually give Sora Katra a foothold in the heart of Khorvaire. Over the last two years, the Daask cell in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
appear before a band of adventurers, they demonstrate the qualities that make them spectacular to behold: Giants Are Huge. Most giants can easily peer in a second-floor window. The larger ones would have
at full gallop, capable of bowling over a line of human warriors, merely crumples against the bulk of a giant. A giant could kick a cart with enough force to send it smashing through a house, and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
fool. The name derives not merely from its southerly location in the city, but from the southerners who settled in this district as the city grew. Today, the ward still hosts most of the traveling
, 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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
18: Massive Stasis Pods These large halls provide access to stasis pods built into the walls, each one larger and stronger than the ones in area 5. Each can hold a Huge creature and has AC 12, 50 hit
sees the party, it attacks viciously, assuming the characters to be its imprisoners. The remorhaz relentlessly chases its opponents throughout the sphere.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Tall Tales Some folks are content to merely listen to stories of giants and other enormous peoples and creatures. For others, these tall tales become the basis of their entire adventuring career
found a strange island inhabited by ancient, larger-than-life creatures. Because of this, your family became the town laughingstock, and you seek to redeem your family’s reputation. 6 Your sibling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bag of Holding Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500
-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bag of Holding Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500
-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
zombies succeed on their saving throws. Seeing a larger crowd of zombies in the distance, the Wizard casts Fireball. The spell covers a 20-foot-radius Sphere. The Targets in Area of Effect table
Fighter. (The Bard trusts that the Fighter will succeed on the Constitution saving throw and survive the resulting damage.) The spell affects a 10-foot-radius Sphere, and the Targets in Area of Effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its Speed in any direction by merely thinking of the desired
plane and isn’t being worn or carried. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
merely as “commander” or “Red Ruin”—a sobriquet earned after razing numerous targets from the air. She rarely removes her distinctive dragonnel-shaped helmet, leading to speculation about her actual
she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an
triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
invisible 40-foot-radius sphere of transmutation magic that shrinks all creatures and objects in its area to one-twelfth their normal size. A 6-foot-tall person becomes a 6-inch-tall person, for example
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
triggers the trap. Rolling Sphere Mechanical trap When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without
Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without
Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Neverlight Grove Population: 150 myconids and spore servants
Government: Organized circles ruled by larger specimens called circle leaders; even larger specimens called sovereigns rule the entire
enough to be noticeable.
Otherworldly Light. Luminescent lichen grows across the cavern and spreads to the larger mushrooms, bathing the grove in soft hues of yellow, blue, and violet. Dim light






