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                        Returning 32 results for 'searing cast'.
                    
                
                        
                            
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                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast
                                                
                                            
                                                
                                                     the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
GOD
SPELL
                                                
                                            
                                                
                                                    
Klothys
entangle
Kruphix
dissonant whispers
Mogis
hellish rebuke
Nylea
faerie fire
Pharika
lesser restoration
Phenax
charm person
Purphoros
searing smite
Thassa
identify
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
                                                
                                            
                                                
                                                     half as much damage.
Spellcasting. The helm has 6 charges and regains 1d6 charges each dawn. As an action while wearing the helm, you can expend 1 or more of its charges to cast one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fireball, wall of fire
3/day each: fire storm, haste, teleport
Magic Resistance. Imix
                                                
                                            
                                                
                                                     there takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Cloud of Embers","rollDamageType":"fire"} fire damage.
A wave of searing heat fills the lair in a 300-foot radius around
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    , cloudkill, disintegrate, etherealness, find the path (cast as 1 action), greater invisibility, haste, locate object, mass suggestion, mirage arcane (cast as 1 action), prismatic sprayKlauth can take 3
                                                
                                            
                                                
                                                     of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult crystal dragon convinces a druid to cast the awaken spell on creatures around the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
                                                
                                            
                                                
                                                     places where natural light can shine on the crystals.
Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast
                                                
                                            
                                        
                                                    Solar
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
                                                
                                            
                                                
                                                     unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14
                                                
                                            
                                        
                                                    Moonbeam
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant
                                                
                                            
                                                
                                                     assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     Charisma score by 1, to a maximum of 20.
Fueled Spellfire. Once per turn, when a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to
                                                
                                            
                                                
                                                     one damage roll of the spell.
Searing Spellfire. When you make a damage roll that deals Radiant damage, it ignores Resistance to Radiant damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    , you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus
                                                
                                            
                                                
                                                    Way of the Sun Soul Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Way of the Sun Soul Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable
                                                
                                            
                                                
                                                     light shed by the soul of every living creature. Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage
                                                
                                            
                                                
                                                     different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage
                                                
                                            
                                                
                                                     different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find
                                                
                                            
                                                
                                                     Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.  A humanoid killed by this
                                                
                                            
                                                
                                                     failed save, or half as much damage on a successful one.
 The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
 At Higher Levels. When you cast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3
                                                
                                            
                                                
                                                     
   Karametra  goodberry 
   Keranos  thunderous smite 
   Klothys  entangle 
   Kruphix  dissonant whispers 
   Mogis  hellish rebuke 
   Nylea  faerie fire 
   Pharika  lesser restoration 
   Phenax  charm person 
   Purphoros  searing smite 
   Thassa  identify
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the
                                                
                                            
                                                
                                                     it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . Celestial Features  Warlock Level Feature   1st Expanded Spell List, Bonus Cantrips, Healing Light 6th Radiant Soul 10th Celestial Resilience 14th Searing Vengeance  Expanded Spell List The Celestial
                                                
                                            
                                                
                                                     you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell
                                                
                                            
                                                
                                                     your Intelligence score increases by 1. Legacy of Maladomini. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish
                                                
                                            
                                                
                                                    , searing smite
 2nd level (3 slots): hold person, magic weapon
 3rd level (3 slots): dispel magic, elemental weapon
 4th level (3 slots): banishment, staggering smite
 5th level (2 slots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
 Innate Spellcasting. The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
 At will: detect evil and good
                                                
                                            
                                                
                                                     magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
 Searing Burst (Costs 2 Actions). The solar emits magical, divine energy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    . Then harness the...
 Life Domain to be a master of healing.
 Light Domain to wield searing, warding light.
 Trickery Domain to bedevil foes with mischief.
 War Domain to inspire valor and chastise
                                                
                                            
                                                
                                                     Sorcery to harness cosmic forces of order.
 Draconic Sorcery to breathe the magic of dragons.
 Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     wield searing, warding light.
 Trickery Domain to bedevil foes with mischief.
 War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
                                                
                                            
                                                
                                                     magic of dragons.
 Wild Magic to unleash chaos magic.
Warlock. Cast spells derived from occult knowledge. Then form a pact with the...
 Archfey Patron to teleport and wield fey magic.
 Celestial
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The
                                                
                                            
                                                
                                                     from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature. Level 1: Spellcasting You have learned to cast spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The
                                                
                                            
                                                
                                                     from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature. Level 1: Spellcasting You have learned to cast spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     turns angry as it emits rays of searing light. Each creature within 30 feet of the sun that doesn’t have total cover against it must succeed on a DC 14 Dexterity saving throw or be struck by a ray
                                                
                                            
                                                
                                                     one. Questioning Napaka Queen Napaka has been dead for more than a century. If a speak with dead spell is cast on her corpse, the characters can ask it questions about Omu and receive honest answers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Fey Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum
                                                
                                            
                                                
                                                     of once), and you regain all expended uses when you finish a Long Rest.
 In addition, whenever you cast that spell, you can choose one of the following additional effects.
 Refreshing Step
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     detecting character will get the vague feeling that the wish spell is involved in the gem’s magic. The gem is actually a cursed magic item. If any character touches it and attempts to cast a wish spell using
                                                
                                            
                                                
                                                     in a wave of searing radiation and flames. The gem remains as a noisome mass of stinking purplish mold which bubbles and chuckles. In one week the mass will again re-form as a glowing orange gem. Ebony
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    
 Senses passive Perception 13
 Damage Immunities fire
 Languages Common, Ignan
 Challenge 5 (1,800 XP)
 Searing Armor. The razerblast’s armor is hot. Any creature grappling the razerblast or grappled
                                                
                                            
                                                
                                                     Spellcasting. Bastian’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
 At will: produce flame
 1/day
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
 At will: fireball, wall of
                                                
                                            
                                                
                                                     first time on a turn or starts its turn there takes 10 (3d6) fire damage. A wave of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard
                                                
                                            
                                                
                                                     reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
                                                
                                            
                                        






