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Returning 35 results for 'moves spell with only amount fire for long'.
Monsters
Monster Manual
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
-foot-wide Line. Failure: 45 (10d8);{"diceNotation":"10d8", "rollType":"damage", "rollAction":"fire breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving
Monsters
Monster Manual
90-foot-long, 5-foot-wide Line. Failure: 58 (13d8);{"diceNotation":"13d8", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Magic Items
Dungeon Master’s Guide
maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Monsters
Monster Manual
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Monsters
Monster Manual
the target’s Hit Point maximum decreases by an amount equal to the damage taken. Failure or Success: The death knight can’t take this action again until the start of its next turn.
Lunge. The death knight moves up to half its Speed, and it makes one Dread Blade attack.Necrotic, Poison
centered on a point the death knight can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Hellfire Orb", "rollDamageType":"Fire"} Fire damage plus 35
Spells
Player’s Handbook
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal
plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one
Monsters
Monster Manual
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure
: 91 (26d6);{"diceNotation":"26d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following
Monsters
Monster Manual
: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Fire"} Fire damage.
Smelting Charge (Recharge 5–6
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire
damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
spell, the target’s Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag’s soul bag, and the target can’t be
Spells
Player’s Handbook
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Monsters
Monster Manual
)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction
":"Elemental Flail (Fire)", "rollDamageType":"Fire"}, Lightning;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Lightning)", "rollDamageType":"Lightning"}, or Thunder
Monsters
Monster Manual
", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points
equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.Legendary Action Uses: 3 (4 in Lair
Spells
Player’s Handbook
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Monsters
Monster Manual
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath
"}.Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10);{"diceNotation":"12d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage
Monsters
Monster Manual
(2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire
Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10);{"diceNotation":"13d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic"} Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.Fire, Necrotic
Monsters
Monster Manual
Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
Monsters
Monster Manual
target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.PoisonCold, Fire, LightningDrone. Constitution Saving Throw: DC 12, each creature in a 30-foot
Magic Items
Dungeon Master’s Guide
saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until
the next dawn. The spells use your spellcasting ability and spell save DC.
Instruments of the Bards
Instrument
Rarity
Spells
All
—
Fly, Invisibility, Levitate, Protection
Spells
Player’s Handbook
creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
", "rollAction":"Elemental Burst (Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Fire)", "rollDamageType":"Fire"}, Lightning
Monsters
Monster Manual
Drain", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
Create Specter. The wraith targets a
specter is under the wraith’s control. The wraith can have no more than seven specters under its control at a time.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Burning Hands
1
Fireball
3
Wall of Fire
4
Regaining Charges
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Spellcasting"} to hit
with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
(spell save DC 22, +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange
Monsters
Monster Manual
casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction
":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and
Magic Items
Dungeon Master’s Guide
to Poison damage and Resistance to Fire damage.
Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.
Conjure Earth Elemental. While holding the axe
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Spells
Player’s Handbook
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves






