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Returning 35 results for 'springs can'.
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spring can
Spells
Player’s Handbook
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity
Spells
Player’s Handbook
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Magic Items
Dungeon Master’s Guide
it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100
campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41–50
Three Shrieker Fungus;Shrieker Fungi sprout.
51–60
1d4 + 4 bright-pink toads crawl
Spells
Player’s Handbook
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all
creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion
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
free floating or resting on a solid surface. 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-by-10-foot panels
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
Spells
Player’s Handbook
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
Spells
Player’s Handbook
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
with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
rolls made with it.
Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into
Magic Items
Dungeon Master’s Guide
outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
The Book of Many Things
This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the
target, dealing 1d4 piercing damage at the start of each of the target’s turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a
Amphibious. The firenewt can breathe air and water.Multiattack. The firenewt makes two Scimitar attacks.
Scimitar. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
The Wild Beyond the Witchlight
","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
. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts
Amphibious. The firenewt can breathe air and water.
Devil’s Sight. Magical darkness doesn’t impede the firenewt’s darkvision.
Imix’s Blessing. When the firenewt reduces an
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar 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
are a mockery of what they once were. Every creature is guilty of “deformity” in the planetar's eyes. Unless someone can swiftly prove their innocence, Fazrian sentences that individual to an immediate
Monsters
Baldur’s Gate: Descent into Avernus
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it
Monsters
Spelljammer: Adventures in Space
glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM’s choice).Magical Gift (1/Day). The chwinga targets a Humanoid it can see
takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while it is magically protected in
Monsters
Quests from the Infinite Staircase
turns. The memory web can grapple only one creature at a time.A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory
draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 20
reduced.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains
Monsters
Mythic Odysseys of Theros
). The archon can innately cast the following spells, requiring no material components:
At will: command, guiding bolt, spare the dying
1/day each: crusader's mantle, spirit guardians
Magic
Resistance. The archon has advantage on saving throws against spells and other magical effects.
Mount. If the archon isn’t mounted, it can use a bonus action to magically teleport onto the creature
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15
reduced.The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains
Spells
Elemental Evil Player's Companion
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
appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action
Monsters
Princes of the Apocalypse
spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
spells, requiring no material components:
At will: wall of ice
3/day: ice storm
1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to succeed
Monsters
Storm King's Thunder
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.Multiattack. Claugiyliamatar can use
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
Monsters
Divine Contention
Amphibious. Claugiyliamatar can breathe air and water.
Legendary Resistance (3/Day). If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Claugiyliamatar
’s spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:
1/day each: invisibility, legend lore, protection from
Ray of Enfeeblement
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon
attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Continual Flame
Legacy
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Spells
Basic Rules (2014)
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Leomund's Tiny Hut
Legacy
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Spells
Player’s Handbook (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or
smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move
Tiny Hut
Legacy
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Spells
Basic Rules (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or
smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move
Forcecage
Legacy
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Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid
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
are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each
Globe of Invulnerability
Legacy
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Spells
Basic Rules (2014)
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them
Tsunami
Legacy
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Spells
Player’s Handbook (2014)
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and