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Returning 35 results for 'spell all colored'.
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Spells
Player’s Handbook
20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
Monsters
The Wild Beyond the Witchlight
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune to any spell or effect that would alter its
","rollAction":"Dazzling Light"}. Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.
If the snail succeeds on its
saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.
Graystaff Magic. The hag carries a graystaff, a
", "rollDamageType":"cold"} cold damage.
Frost Shard. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Frost Shard"} to hit, range 60 ft., one target. Hit: 30 (6d8
Monsters
Spelljammer: Adventures in Space
a failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the
spellcasting ability (spell save DC 16):
2/day each: disguise self, mage armor (self only)
1/day each: dimension door, suggestionOne out of every hundred psurlons is a mutant with two heads, one at each
Monsters
Spelljammer: Adventures in Space
failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
ability (spell save DC 13):
2/day: mage armor (self only)
1/day: suggestionA psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it
Monsters
Spelljammer: Adventures in Space
a successful one.
Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
2/day
richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
Magic Items
Waterdeep: Dungeon of the Mad Mage
The longsword, Tearulai, is a sentient, neutral good longsword of sharpness;sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s
Myth Drannor, where it was created. If its wielder’s goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its transport via plants spell to return whence it came.
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: bane, control water, create or destroy waterThe dragon can take 3
Magic Items
Tasha’s Cauldron of Everything
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
tooth expends 1 charge and casts revivify on you.
2
Duggle’s Surprising Day (human molar)
1 commoner
When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell
Magic Items
The Book of Many Things
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
Light
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be
Color Spray
Legacy
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Spells
Basic Rules (2014)
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you
creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail 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;{"diceNotation":"1d6","rollType":"roll","rollAction":"Antimagic Shell"}:
1
Backgrounds
Guildmasters’ Guide to Ravnica
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
feature
For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to
Aasimar
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
dark eyes
3
Starkly colored hair
4
An unusual hue tinting your shadow
5
A ghostly halo crowning your head
6
Rainbows gleaming on your skin
Creating Your Character
At
, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something
opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Potion of Polychromy Potion, Uncommon
colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Stephen Andrade Potion of Polychromy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
the cloakers emerge, the rift stops moaning. Altar. Inscriptions carved into the altar are written in a secret language known only to Shar’s faithful. A comprehend languages spell or similar magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
colored glass blocks embedded in them. The blocks are not lit when the characters first arrive, but pulling a lever in area 37 causes each block to shed colorful light as bright as that created by a
continual flame spell. Maddgoth’s magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area is opened — except the one to the south (see above) — the pillar emits colored rays from its myriad notches, duplicating the effect of a prismatic spray spell (save DC 22) that targets all
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
The Cauldron Was Destroyed If Iggwilv’s Cauldron was destroyed but all its pieces are recovered, Zybilna uses a wish spell to repair the artifact. If this turn of events occurs, read: Zybilna beholds
the pieces of the cauldron and says, “I wish my cauldron were made whole again.” Motes of colored light swirl around the fragments as they rise into the air and snap together like pieces of a puzzle
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggers a glyph of warding spell, which targets all creatures in a 20-foot-radius sphere centered on the door. The sphere spreads around corners. Each creature in the area must make a DC 24 Dexterity
24 Intelligence (Investigation) check. Wall of Fire. When the glyph of warding spell activates or is dispelled, a magical wall of fire springs up at the south end of the hallway, setting the black
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to stop Teremini’s ritual yet, one of them realizes that the answer must have to do with Krynn’s moons, and that they should examine the orrery in area V29. Colored Glass Each lunarium (areas U1, area
solid moonlight or teleport through it. It is immune to all damage and can’t be dispelled by the Dispel Magic spell. Any solid moonlight caught in the area of a Sunburst spell is dispelled for 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
43. The Smoking Mirrors An amber haze drifts in this room, which is unoccupied. Strangely shaped and colored mirrors hang on the walls, and a large, oblong stone basin stands in the middle of the
incarnation. The image says, in Olman, “Command me to answer, and I shall.” The image of a long-dead Olman is superimposed on the character’s reflection. A command spell can cause the spirit to answer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with bronze-colored scales. Slewing to a stop, the creature gives a toothy grin, then raises a claw in a small wave. “Well met!” it chirps. Zelifarn, a young bronze dragon, recently moved into Deepwater
with amethyst eyes (worth 250 gp). A secret compartment in the chest’s lid can be found with a successful DC 11 Wisdom (Perception) check. It contains a stoppered wooden scroll tube that holds a spell scroll of revivify.






