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Returning 35 results for 'bards being diffusing cold refine'.
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Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as
Monsters
Fizban's Treasury of Dragons
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
—if only they would stop trying to kill the dragon’s guests.
6
A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don’t appreciate the wyrmling’s pranks.
Cold, Radiant
Monsters
Fizban's Treasury of Dragons
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
’s act, in exchange for a portion of the take from the charlatan’s clients.
Cold, Radiant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep The coral-covered ruins of a storm giant retreat cling to the ocean floor at the edge of an undersea trench. Storm giants once used this place as a haven to contemplate omens, to refine
inhabitants. Portions of the retreat still hold foul air, but most areas have been flooded by the cold deep. The retreat’s runic circle still channels elemental power from a portal to the Plane of Water deep in the trench, and crystalline archives hold lost knowledge of the giants who built them.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep The coral-covered ruins of a storm giant retreat cling to the ocean floor at the edge of an undersea trench. Storm giants once used this place as a haven to contemplate omens, to refine
inhabitants. Portions of the retreat still hold foul air, but most areas have been flooded by the cold deep. The retreat’s runic circle still channels elemental power from a portal to the Plane of Water deep in the trench, and crystalline archives hold lost knowledge of the giants who built them.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep The coral-covered ruins of a storm giant retreat cling to the ocean floor at the edge of an undersea trench. Storm giants once used this place as a haven to contemplate omens, to refine
inhabitants. Portions of the retreat still hold foul air, but most areas have been flooded by the cold deep. The retreat’s runic circle still channels elemental power from a portal to the Plane of Water deep in the trench, and crystalline archives hold lost knowledge of the giants who built them.
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting.
“The Lords
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting.
“The Lords
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted the stream from area 18 to power the waterwheel here. That in turn operated the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat
cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting.
“The Lords
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for
, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
3rd-level evocation
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
3rd-level evocation
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
3rd-level evocation
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the highest standards of behavior, and wields cold magic. The Brass Order could be a loose affiliation of good-hearted scoundrels, including rogues and bards, who favor fire magic and trickery. An
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
receive cold receptions. The Speaker Each year, on the day of the first full moon after the autumn equinox, matriarchs from all the leonin prides gather at Tethmos to select a monarch, who acts as a
Swiftclaws, and many bards and wizards come from these prides as well. Speaker Brimaz looks beyond Oreskos and wonders
if there is a future for his people in the outside world
(PETER MOHRBACHER)






