Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'spell of range destroys variant'.
Other Suggestions:
spell of range destroyed variant
Monsters
Monster Manual
is destroyed if its penalty reaches −5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Magic Items
Dungeon Master’s Guide
expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.
Magic Items
Dungeon Master’s Guide
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
For readying a spell or another action, does the target have to be in range? Your target must be within range when you take a readied action, not when you first take the Ready action to ready it.
Magic Items
Dungeon Master’s Guide
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Spells
Player’s Handbook
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell
Spells
Player’s Handbook
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
Monsters
Monster Manual
range 120 ft. Hit: 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Warp", "rollDamageType":"Psychic"} Psychic damage, and the target has the githzerai’s
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At Will: Mage Hand (the hand is Invisible) 1/Day Each: Plane Shift, See
Magic Items
Dungeon Master’s Guide
divined.
Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
Object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15
Monsters
Monster Manual
ft. or range 120 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Psionic Lance", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The thri-kreen casts one of
the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Mage Hand (the hand is Invisible)1/Day Each: Detect Thoughts, Sending, Synaptic StaticPsychic
Monsters
Monster Manual
", "rollAction":"Wind Staff"}, reach 5 ft. or range 120 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Wind Staff", "rollDamageType":"Bludgeoning"} Bludgeoning damage
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Elementalism, Gust of Wind, Mage Hand, Message1/Day: Lightning BoltFeather Fall (1/Day). The
Spells
Player’s Handbook
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
Monsters
Monster Manual
damage.
Force Bolt. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Force Bolt"}, range 120 ft. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction
":"Force Bolt", "rollDamageType":"Force"} Force damage.Poison, PsychicSlow (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Slow"}. The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Monsters
Monster Manual
", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
.
Spellcasting. The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each: Detect Thoughts, Fly, Sleep
Monsters
Monster Manual
"}, reach 10 ft. or range 120 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Draconic Strike", "rollDamageType":"Slashing"} Slashing damage plus 17 (5d6);{"diceNotation
Dragon's Breath", "rollDamageType":"Force"} Force damage. Success: Half damage.
Spellcasting. The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the
Monsters
Monster Manual
range 120 ft. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells
, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version
Monsters
Monster Manual
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
on them.Multiattack. The flameskull makes two Fire Ray attacks.
Fire Ray. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Ray"}, reach 5 ft. or range
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
Monsters
Monster Manual
.
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell’s stress. Once the efreeti has cast it three times, the efreeti can’t do so again
Monsters
Monster Manual
its next turn. On its next turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t
":"3d10", "rollType":"damage", "rollAction":"Wounding Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Spell Reflection. Trigger: The spectator succeeds on a saving throw
Monsters
Monster Manual
5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
condition until the start of the noble’s next turn.
Spellcasting. The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell
Monsters
Monster Manual
.
Thundercloud. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Thundercloud"}, range 240 ft. Hit: 18 (3d6 + 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction
, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Detect Magic, Fog Cloud, Light1/Day Each: Control Weather, Gaseous Form, TelekinesisMisty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
.
Nightmare Ray. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Nightmare Ray"}, range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
;t transformed.
Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
Ray"}, range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Necrotic Ray", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The naga casts one of the
Monsters
Monster Manual
. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Thorn Burst"}, range 60 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Thorn Burst
", "rollDamageType":"Piercing"} Piercing damage.
Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save
Monsters
Monster Manual
telepathy.Multiattack. The sahuagin makes two Spectral Jaws attacks.
Spectral Jaws. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spectral Jaws"}, reach 5 ft. or range 120
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Thaumaturgy 2/Day Each: Hold Person, TonguesAcid, ColdFiendish Aid (2/Day). The sahuagin casts Bless or Healing Word, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Tentacles"}, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage
: Half damage only.
Spellcasting. The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Monsters
Monster Manual
":"claw", "rollDamageType":"Fire"} Fire damage.
Fire Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"fire ray"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation
Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)Cold, Fire, Lightning, Poison
Monsters
Monster Manual
", "rollAction":"Hex Stick"}, reach 5 ft. or range 60 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Hex Stick", "rollDamageType":"Psychic"} Psychic damage
.
Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Minor Illusion 1/Day Each: Blindness/Deafness, Faerie Fire, GreaseJinx
Monsters
Monster Manual
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Faerie Dust
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Dancing Lights, Druidcraft, Invisibility (self only) 1/Day Each