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Returning 35 results for 'barrier before destroys creatures rises'.
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Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
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.
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
Spells
Player’s Handbook
it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
Magic Items
Dungeon Master’s Guide
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
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.
Monsters
Monster Manual
Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn’t a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
on itself on a success. After 1 minute, it succeeds automatically.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an
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
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Monsters
Monster Manual
Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target’s spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The
Magic Items
Dungeon Master’s Guide
minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar
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
Monsters
Monster Manual
damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.Legendary Action
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Magic Items
Dungeon Master’s Guide
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
Monsters
Monster Manual
damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.Legendary Action
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
Magic Items
Dungeon Master’s Guide
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
Magic Items
Dungeon Master’s Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
Monsters
Monster Manual
a spell, it subtracts 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Negative energy suffusion"} from the number of Hit Points regained.
Scopophobia. Creatures within 1 mile of the
imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area can’t regain Hit Points until the start of the death tyrant’s next turn. An intact Humanoid corpse
Spells
Player’s Handbook
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
Magic Items
Stranger Things: Welcome to the Hellfire Club
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Monsters
Astarion's Book of Hungers
this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Spellcasting. The vampire casts one of the following spells, using Intelligence as the
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Scroll of Protection
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything
.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Globe of Invulnerability
Legacy
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Spells
Basic Rules (2014)
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
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
Resilient Sphere
Legacy
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Spells
Basic Rules (2014)
. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to
Antilife Shell
Legacy
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Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Monsters
Baldur’s Gate: Descent into Avernus
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. Similarly
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
Horn of Blasting
Legacy
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Magic Items
Basic Rules (2014)
. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures
inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an
Wraith
Legacy
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Monsters
Basic Rules (2014)
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal
wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest
Monsters
Storm King's Thunder
the net (AC 12) destroys the net and frees the target.Frost giants are creatures of ice and snow, with hair and beards of pale white or light blue, and flesh as blue as glacial ice. They respect only
Wall of Force
Legacy
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Spells
Basic Rules (2014)
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
pushed to one side of the wall (your choice 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 destroys
Rope Trick
Legacy
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Spells
Basic Rules (2014)
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible
smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the
Private Sanctum
Legacy
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Spells
Basic Rules (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
Mordenkainen's Private Sanctum
Legacy
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Spells
Player’s Handbook (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
Staff of Swarming Insects
Legacy
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Magic Items
Basic Rules (2014)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses
for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.






