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Returning 35 results for 'sphere cause location'.
Magic Items
Dungeon Master’s Guide
Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
Spells
Player’s Handbook
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed
Spells
Player’s Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Spells
Player’s Handbook
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
Spells
Player’s Handbook
take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
Magic Items
Dungeon Master’s Guide
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
":"Necrotic"} Necrotic damage.
Hellfire Orb (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hellfire Orb"}. Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere
Spells
Player’s Handbook
is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
Monsters
Dungeon Masters: Living Spells Play-Along Pack
Saving Throw: DC 16. The living spell creates a 5-foot-diameter sphere of fire in an unoccupied space on the ground within 60 feet of itself. The sphere lasts for 1 minute. A creature that ends its turn
within 5 feet of the sphere makes a Dexterity saving throw. Failure: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Spell Mimicry","rollDamageType":"fire"} Fire damage. Success: Half
Monsters
Dungeon Masters: Living Spells Play-Along Pack
"}. Constitution Saving Throw: DC 13, each creature in a 10-foot-radius Sphere centered on a point the living spell can sense within 60 feet. Failure: 13 (3d8);{"diceNotation":"3d8","rollType":"damage
damage if it's in the area.Magical energies unleashed during cataclysmic battles or catastrophic experiments can cause spell effects to come to life as living spells. These beings’ magical
Monsters
Stranger Things: Welcome to the Hellfire Club
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Entangling Vines"}. Grasping vines momentarily appear on each enemy in a 10-foot-radius Sphere centered on a point of the blight’s
lash out at non-Plant creatures.
Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.
Magic Items
Candlekeep Mysteries
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light spell.
monsters
D&D Beyond Drops
Magic Resistance. The mageguard sphere has Advantage on saving throws against spells and other magical effects.
Spell Storing. A spellcaster bonded to the mageguard sphere can cause it to store one
spell of level 2 or lower. To do so, the bonded spellcaster must cast the spell on the sphere while within 5 feet of it. The spell has no effect but is stored within the sphere. Any previously stored
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted
can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:
The giant creates a thunderclap centered on a point anywhere in its lair. Each
Monsters
Dragonlance: Shadow of the Dragon Queen
":"1d6", "rollType":"recharge", "rollAction":"Miasma"}. Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area
within the sphere is heavily obscured, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a DC 17 Constitution saving throw. On a failed
Magic Items
Storm King's Thunder
altitude and location remain fixed until the orb is returned or replaced.
As an action, you can cause one of the following effects to occur if you are touching the orb:
The castle moves at a
A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to
Magic Items
Guildmasters’ Guide to Ravnica
vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a
successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest.
If you don’t
Antimagic Field
Legacy
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Spells
Basic Rules (2014)
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures
disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Fleeing his pursuers, Raxivort wandered across the multiverse and spawned xvarts, who not only look like him but also cause any magic that
could reveal his location to point to the nearest xvart instead.
Xvarts
Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and
Spells
Elemental Evil Player's Companion
flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the
direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the
Driftglobe
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect
Monsters
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Monsters
Quests from the Infinite Staircase
cause, buffeting these foes with their shocking implements.Aura of Resilience (1/Day). The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this
Vitriolic Sphere
Legacy
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Spells
Elemental Evil Player's Companion
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity
Monsters
Planescape: Adventures in the Multiverse
, except for magic items, reduced to ash. Hit or Miss: The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area
Spells
Elemental Evil Player's Companion
on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it
Monsters
Tomb of Annihilation
Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
Legendary Resistance (3/Day). If Acererak
phylactery, the location of which is hidden.
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit
Monsters
Dragonlance: Shadow of the Dragon Queen
mount with an attack, Red Ruin can cause the attack to target her instead.
Mounted Evasion. When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no
she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity
Monsters
Mythic Odysseys of Theros
, crown of madness, suggestion
Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and
":"Storm of Crows"}. The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1
Monsters
Bigby Presents: Glory of the Giants
.
Thunderous Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thunderous Vortex"}. The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a
point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
Synaptic Static
Legacy
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Spells
Xanathar's Guide to Everything
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an
Adult Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Polar Ray","rollDamageType":"cold"} cold damage.
Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area