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Returning 35 results for 'more smoke with only anchored from for level'.
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Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
", "rollAction":"Tail", "rollDamageType":"Cold"} Cold damage.
Ice Wall (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ice Wall"}. The devil casts Wall of Ice (level 8
Monsters
Monster Manual
Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Monsters
Princes of the Apocalypse
Spellcasting. Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
attacks). Elizar has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, poison spray, produce flame
1st level (4 slots): animal friendship, faerie fire, healing word, jump
Monsters
Lost Laboratory of Kwalish
Dark Devotion. The elder monk has advantage on saving throws against being charmed or frightened.
Spellcasting. The elder monk is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell
, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. The fanatic makes two melee attacks.
Force
Spell Scroll
Legacy
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Magic Items
Basic Rules (2014)
, the scroll isn’t lost.
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you
cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell
Monsters
Princes of the Apocalypse
Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
Legendary Resistance (2/Day). If
Vanifer fails a saving throw, she can choose to succeed instead.
Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20+8
Equipment
When you smoke requiem clay, you summon the spirit of a single deceased person that you personally knew in life. The spirit’s image is visible, and its voice can be heard in whispers, but it
Constitution saving throw (DC 10 + 1 per question asked) or become addicted to the drug. If you become addicted, you suffer one level of exhaustion 1d4 days after you last smoked the drug and gain a further
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
the following effects; she can’t use the same effect two rounds in a row:
Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to
take this damage no more than once per round.
The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can&rsquo
Equipment
When you smoke requiem bliss, you experience feelings of euphoria. You summon the spirit of a single deceased person whose name you know. The spirit takes on the physical characteristics it had in
question asked) or become addicted to the drug.
If you become addicted, you suffer two levels of exhaustion 1d4 days after you last smoked the drug and gain a further level of exhaustion for each week
Monsters
Mythic Odysseys of Theros
sought out Arasta’s lair, as it is rumored that some of the strands of her web are anchored near the edge of the Underworld and can enable a traveler to reach that realm’s ashen shores.
But
the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the
Monsters
Princes of the Apocalypse
in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Spells
Lost Laboratory of Kwalish
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to
100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of
building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency.
No Honor in Magic. Some giff become wizards
Monsters
Fizban's Treasury of Dragons
Serpents of the Dreaming City draws power from an ancient amethyst dragon, which the cultists keep in eternal slumber with braziers of enchanted smoke.
2
A rogue purple worm swallowed a large
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Species
Mordenkainen Presents: Monsters of the Multiverse
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
others were born to non-genasi parents who lived near a place suffused by a genie’s magic.
A typical genasi has a life span of 120 years.
Creating Your Character
At 1st level, you choose
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Pyrotechnics 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose an area of nonmagical flame that you can see and that fits within a 5-foot
cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Pyrotechnics 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose an area of nonmagical flame that you can see and that fits within a 5-foot
cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
find the Cargo Deck filled with thick smoke. Rules for the smoke are as follows: Smoke Inhalation. Any creature that needs to breathe must make a DC 10 Constitution saving throw whenever it starts its
turn on the Cargo Deck. The saving throw is made with advantage if the creature’s nose and mouth is covered with damp cloth. If the saving throw is a failure, the creature gains 1 level of exhaustion
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Precipice The sloping tunnel from level 7 ends 20 feet above the marshy ground of area 2. Humidity. The walls and floor of the tunnel drip with moisture from the humidity, and buzzing insects are
everywhere.
Rope Ladder. The crumbling remains of a ramp lie below the precipice. A slimy rope ladder has been anchored with spikes to its western edge.
The rope ladder has been smeared with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren’t anchored between two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren’t anchored between two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Greatships Two seaworthy greatships (see the “Svardborg: General Features” sidebar) are anchored in the lagoon, each one tied by a thick rope to a massive iron spike pounded into the ice. A 15
containing five nautical charts (worth 25 gp each), and a waterlogged spellbook containing 1d4 + 6 spells (of your choice) of 6th level or lower.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
monsters—three Fire Elementals and five Smoke Mephits—that emerge from the flames to fight them. If the characters are able to keep the entire party aloft for 2 miles of travel, they could travel over
the fire instead. For every hour a creature spends in the air above the wildfire, it makes a DC 10 Constitution saving throw. On a failed save, the creature gains 1 Exhaustion level from exposure to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Incendiary Cloud Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of embers and
smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Incendiary Cloud 8th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Incendiary Cloud 8th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Incendiary Cloud Level 8 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A swirling cloud of embers and
smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses






