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Returning 35 results for 'same cone'.
Spells
Player’s Handbook
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful
Cone of Cold
Legacy
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Spells
Basic Rules (2014)
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone’s width at any point along its length is equal to
that point’s distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your
hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Cone of Cold Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
You unleash a blast of
cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by
Equipment
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone
Spells
Player’s Handbook
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one
.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15
Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike the weapon
Magic Items
Dungeon Master’s Guide
Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
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
Cone of Cold
5
Fog Cloud
1
Ice Storm
4
Wall of Ice
4
Spells
Player’s Handbook
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Spells
Player’s Handbook
you can see in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.