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Returning 35 results for 'more stone with only area from for later'.
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Spells
Player’s Handbook
10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
Spells
Player’s Handbook
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends
its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Spells
Player’s Handbook
object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spells
Player’s Handbook
saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2
Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Spells
Player’s Handbook
when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance
wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Spells
Player’s Handbook
action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if
save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Spells
Player’s Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
Spells
Player’s Handbook
appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or 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 where you cast this spell, the glyph is broken, and the
Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
Magic Items
Dungeon Master’s Guide
it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
Spells
Forgotten Realms: Heroes of Faerûn
Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Monsters
Planescape: Adventures in the Multiverse
stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Grasping Ground
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
Magic Items
Acquisitions Incorporated
sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
Charming Introduction
stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
You can also use your
Monsters
Bigby Presents: Glory of the Giants
in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Stone Avalanche", "rollDamageType
Hill Rune. The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and
Monsters
Bigby Presents: Glory of the Giants
(Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
Move Earth
Legacy
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Spells
Basic Rules (2014)
, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
Monsters
The Tortle Package
. Geonids can attune to stone in a way that lets them discern what other creatures have been in the area recently. Geonids use this ability to track prey and to determine whether other creatures have
","rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.
Stone Tell
Monsters
Bigby Presents: Glory of the Giants
succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.Multiattack. The fensir makes three Battleaxe attacks or two Magic Stone attacks
"} slashing damage if used with two hands.
Magic Stone. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Magic Stone"} to hit, range 60 ft., one target. Hit: 15 (2d12 + 2
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray"}. The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction
later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthik
Monsters
Bigby Presents: Glory of the Giants
can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust.
Each creature in that area must make a DC 15
and using Wisdom as the spellcasting ability (spell save DC 15):
1/day each: meld into stone, stone shape, wall of stoneDemon worship is rare among stone giants; the destructive tendency of demons is
Medusa
Legacy
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Monsters
Basic Rules (2014)
’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is
sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.Multiattack. The medusa makes either three melee
Gorgon
Legacy
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Monsters
Basic Rules (2014)
30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the
Beholder
Legacy
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Monsters
Monster Manual (2014)
Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way
the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite
Magic Items
Phandelver and Below: The Shattered Obelisk
this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where
unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower
Monsters
Bigby Presents: Glory of the Giants
mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine
scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its
Mind Flayer Psion
Legacy
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Monsters
Volo's Guide to Monsters
madness, phantasmal force, see invisibility
3rd level (3 slots): clairvoyance, fear, meld into stone
4th level (3 slots): confusion, stone shape
5th level (2 slots): scrying, telekinesisTentacles
flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage
Bag of Beans
Legacy
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Magic Items
Basic Rules (2014)
fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later
, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The
Adult Copper Dragon
Legacy
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Monsters
Basic Rules (2014)
gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more
it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon
Detect Magic
Legacy
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Spells
Basic Rules (2014)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area
that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Bigby Presents: Glory of the Giants
explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An
the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only.Dust hulks are descended from enclaves of stone giants who lived in extreme






