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Returning 35 results for 'more switch with only affects for for light'.
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Spells
Player’s Handbook
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the
Flameskull
Legacy
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Monsters
Basic Rules (2014)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action
Monsters
Waterdeep: Dungeon of the Mad Mage
Illumination. Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. She can switch between the options as an action.
Magic
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
(Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius
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
a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Prismatic Ray"} to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6);{"diceNotation
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
curse. The Wicked Slumber affects rich and poor alike, causing them to fall into an endless sleep or roam as sleepwalkers. Animals are also affected, and even tree boughs droop as if exhausted in areas
guarded by nightmare haunts.
PsychicShadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For
each target, roll a d8 to determine which color ray affects it.
Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 10d6 acid
Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
-Lashtavar.
—Lakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;25
The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30
A pair of wings, either feathered or leathery, sprout from the target’s
target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
additional 15 feet. It can switch between the options as an action.
Magic Resistance. The priest has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the priest is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
combustion ray that deals fire damage instead of necrotic damage. Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per
Kenku
Legacy
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Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical
, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles. An
rolling a d6:
1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Bound to Spirits Every kalashtar has a connection to a spirit of light, shared by other members of their bloodline. Kalashtar appear human, but the spiritual connection affects them in a variety of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bound to Spirits Kalashtar
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection
affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.
Kalashtar can’t directly
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table. Prismatic Rays 1d8 Ray 1 Red. Failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:
1–2. If the spell affects an area or has multiple targets, it
, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Into the Gray Dream The rapport with Araumycos affects the adventurers like an astral projection spell, sending their astral bodies out into the Astral Plane where Araumycos’s vast, dreaming mind
, silvery light spreads around you like the dawn of a cloudy day, illuminating a peculiar realm. All of you are floating in a silvery haze that shimmers with swirls of color. Objects drift past in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
light of this revelation, Valetta angrily orders acolytes to remove Nim’s tools and unfinished inventions from the attic, while she forces Nim to look on. Nimblewright Detector. Characters who search
contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog’s bark or a large dog’s bark. Matchless Pipe. A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. Red. The
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ship’s figurehead — the effect that makes every drow aboard the ship appear as a human. A drow’s gender, height, and weight are unchanged; the illusion affects only appearance, not voice or mannerisms
.
Light. Hanging lanterns cast bright light throughout the ships.
Rigging. Rigging on the ships can be climbed without an ability check.
Sails. The ships each have three 80-foot-tall masts with sails
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prismatic Spray 7th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a
different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles
by rolling a d6:
1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies. Stone Giant Rockspeaker Huge Giant (Wizard), Any Alignment
Armor Class 19 (natural armor)
Hit Points 276
Rays (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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Flicking a switch on a panel inside a corridor or room with functional lighting changes its illumination to brightly lit or back to darkness. Area descriptions assume the characters have a light
must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of exhaustion. While this exhaustion persists, the creature emits a green-hued dim light in a 5-foot radius
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet.
21–25 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30 A pair of wings, either feathered or leathery, sprout from the target’s back
The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50 The target’s arms and legs switch places, preventing the target from moving
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Ashiok and Eriette, one of the witches who helped create the curse. The Wicked Slumber affects rich and poor alike, causing them to fall into an endless sleep or roam as sleepwalkers. Animals are also
longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
buttons lying on the ground nearby, one a deep red and one a light blue, and both made of some unknown material. The buttons are two of the missing components of the Infernal Machine of Lum the Mad, as
stopped before the tower returns to its standing position, it becomes a stable bridge that can be crossed without ability checks. Adjusting the time field affects only the tower. Other creatures and objects that might happen to be in or on the tower at the time remain unaffected.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and can go no lower than 0. It increases by 1 every 4 hours the characters spend inside the dungeon, including resting. The alert level affects the frequency and difficulty of random encounters. For
, the warrior’s eyes glow with pale light. If someone casts counterspell or dispel magic on the dread warrior during this time, and successfully dispels a 5th-level spell, Var’s connection is suppressed for 1 minute. Preemptively casting dispel magic on a dread warrior can have the same effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Lich’s Study Ezzat the lich spends much of his time in this dusty, cobweb-filled room, poring over books that claim to shed light on Halaster’s mastery of Undermountain. The lich’s neutral evil
pseudodragon companion, Ipses, stays close to its master. Light. Dozens of wax candles light the room, perched atop candle holders or affixed to skulls, petrified rats, and other miscellaneous objects
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features.)
Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
dim light for an additional 10 feet.
Altar and Shield. Between the alcoves, an iron altar traced with silver and shaped like a giant anvil rests beneath a round, 10-foot-diameter iron shield
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, one-night missions. The drow scout their targets in advance, then strike on a night when the moon is new or its light is obscured by thick clouds. They might kill indiscriminately to spread terror
out; if an escape route is blocked, they can switch to another and get safely home. Once the raiders get inside their escape tunnel, they’re usually safe. Opposing forces seldom pursue the drow below






