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Returning 28 results for 'shoot casting'.
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short casting
sheet casting
shift casting
shown casting
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Sickness Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Sickness Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Sickness Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ray of Sickness Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Sickness Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ray of Sickness Level 1 Necromancy (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Barrage 3rd-level conjuration Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration: Instantaneous You throw a nonmagical
weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Barrage 3rd-level conjuration Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration: Instantaneous You throw a nonmagical
weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pretty good idea that if their characters move in front of that door, the enemy will shoot them. A monster’s description in the Monster Manual often explains what’s happening in the world while the
Dash action.” Monsters Casting Spells It’s important that players can tell when their characters’ opponents are casting spells, giving the characters the opportunity to cast Counterspell or otherwise
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pretty good idea that if their characters move in front of that door, the enemy will shoot them. A monster’s description in the Monster Manual often explains what’s happening in the world while the
Dash action.” Monsters Casting Spells It’s important that players can tell when their characters’ opponents are casting spells, giving the characters the opportunity to cast Counterspell or otherwise
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
more than once. If more than 20 pounds of pressure is exerted on the wrong picture tile, four poison darts shoot from holes in the walls. Each dart makes a ranged weapon attack (+5 to hit) against a
temporary hit points. Once a tile has bestowed this benefit, it loses its magic until the next dawn. Casting dispel magic on a tile has the same effect. 10C. Labyrinth Traps are riddled throughout this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
really large party can use the Help action to aid one of the characters taking a role above, or can come up with their own strategy (such as casting an appropriate spell). Any roles not filled by
to shoot the ice boulder with one of the battle balloon’s weapons. If the attack hits, the boulder is destroyed. If the attack misses, the boulder strikes the battle balloon, killing a crew member
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
more than once. If more than 20 pounds of pressure is exerted on the wrong picture tile, four poison darts shoot from holes in the walls. Each dart makes a ranged weapon attack (+5 to hit) against a
temporary hit points. Once a tile has bestowed this benefit, it loses its magic until the next dawn. Casting dispel magic on a tile has the same effect. 10C. Labyrinth Traps are riddled throughout this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
really large party can use the Help action to aid one of the characters taking a role above, or can come up with their own strategy (such as casting an appropriate spell). Any roles not filled by
to shoot the ice boulder with one of the battle balloon’s weapons. If the attack hits, the boulder is destroyed. If the attack misses, the boulder strikes the battle balloon, killing a crew member
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks
on a successful one. Poison Darts Mechanical trap When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks
on a successful one. Poison Darts Mechanical trap When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
: Instantaneous
When a creature moves onto this trap’s pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Duration
: Instantaneous
When a creature moves onto this trap’s pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
: Instantaneous
When a creature moves onto this trap’s pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Duration
: Instantaneous
When a creature moves onto this trap’s pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
deactivate the magnetic field, all the levers in the room must be reset to their downward position, at which point creatures and objects naturally fall to the floor. Casting Dispel Magic on the ceiling
hidden spear held in place by magic. When a creature enters this room, and every minute afterward until no living creatures or spears remain, ten of the spears shoot from the wall. Creatures in the room
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before the lid springs fully open and the darts shoot forth; anyone who ducks down or lunges away from the chest can avoid being hit. Treasure. The first chest holds six pieces of jewelry worth 250 gp
graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of glyphs are touched, the creature touching them will be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before the lid springs fully open and the darts shoot forth; anyone who ducks down or lunges away from the chest can avoid being hit. Treasure. The first chest holds six pieces of jewelry worth 250 gp
graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of glyphs are touched, the creature touching them will be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, height, and weight are unchanged; the illusion affects only appearance, not voice or mannerisms. Casting dispel magic on a disguised drow causes the illusion around it to wink out only for a moment
Gunslingers. The drow take cover behind the walls that divide this area as they shoot. They fight to the death to keep intruders from reaching area J27. J24. Cleaning Supplies These closets hold mops
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, height, and weight are unchanged; the illusion affects only appearance, not voice or mannerisms. Casting dispel magic on a disguised drow causes the illusion around it to wink out only for a moment
Gunslingers. The drow take cover behind the walls that divide this area as they shoot. They fight to the death to keep intruders from reaching area J27. J24. Cleaning Supplies These closets hold mops
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
deactivate the magnetic field, all the levers in the room must be reset to their downward position, at which point creatures and objects naturally fall to the floor. Casting Dispel Magic on the ceiling
hidden spear held in place by magic. When a creature enters this room, and every minute afterward until no living creatures or spears remain, ten of the spears shoot from the wall. Creatures in the room
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shoot skyward like a missile. Or a franchise’s headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure
generic arcane feature could instead grant any franchisee the ability to cast a specific spell of 6th level or lower, with a limitation of one casting per day. An arcane feature should be something that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shoot skyward like a missile. Or a franchise’s headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure
generic arcane feature could instead grant any franchisee the ability to cast a specific spell of 6th level or lower, with a limitation of one casting per day. An arcane feature should be something that