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Returning 35 results for 'barrier being down cube reaches'.
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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.
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
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
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
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
Cube of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Force
":"Arcane Ward"}. When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
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
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
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
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thicket","rollDamageType":"piercing"} piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thickets","rollDamageType":"piercing"} piercing damage from thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that
Spells
Xanathar's Guide to Everything
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from
are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every
Monsters
Storm King's Thunder
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
contact with the thickets or take 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Thorns","rollDamageType":"piercing"} piercing damage from thorns.Each 10-foot-cube of thickets has AC 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you 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
Monsters
Divine Contention
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
thorns.Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
Within 1 mile of its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
any edge of the Calim Desert in Calimshan. Greyhawk. The western edge of the Barrier Peaks and the Crystalmist Mountains hold many isolated, arid regions where Akharin Sangar might exist. Isolated reaches of the Bright Desert also make logical locations for the city-state.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, asleep for centuries, has awoken to broadcast a message of distress to the furthest reaches of the multiverse. The voice is trapped within a mountain of steel—I fear they might be the last of their kind
. Expedite their freedom.”
Nafas then teleports the party to a shiny, metallic door along the Infinite Staircase that opens into the Barrier Peaks. After the adventure, the characters can return to the staircase through the same portal.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
cube is fitted into it.
Without a puzzle cube, the plane shift spell can reach the demiplane, but the specifications for the tuning fork necessary for the spell to access the plane are lost. A trek through the Deep Ethereal might reveal the single ethereal curtain that reaches the demiplane.
scattered across the Material and Inner Planes, and these cubes are among the few ways to enter Horizon’s Edge. A Horizon puzzle cube is an 8-inch magical cube made of gold, iron, crystal, and copper
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Oozes Oozes often appear in swampy or subterranean reaches of the Outlands or in regions influenced by the Lower Planes. Outlands Oozes d4 Encounter 1 A yugoloth arms dealer has captured a
gelatinous cube influenced by Gehenna floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Strength check. The attempt requires an action, and any creature making the attempt takes 10 (3d6) acid damage is it reaches into the cube. If Glabbagool is with the characters, it attempts to intimidate
quietly and not be so open. He inspects the gems, weighs them by hand while looking at the characters with suspicion, then pays them for the delivery with a zircon worth 50 gp. Gelatinous Cube Incursion The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
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 barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
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 barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
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
solid 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
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
solid 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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three.
Give the
placed so that each god is opposite its rival’s cube on the grid, with Unkh (who is neutral and has no rivals) in the middle. For example, a puzzle cube inserted into a corner of the grid must have its
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) Duration: 24 hours You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other
its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the
resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot cube of granite suspended from heavy chains descends in the eastern half of the shaft, acting as a counterweight. The massive block lands gently at the bottom of the shaft, filling the previously
elevator finds a secret trapdoor with a successful DC 10 Wisdom (Perception) check. The trapdoor opens downward. Any creature on top of the elevator when it reaches the top of the shaft must make a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
outer reaches of the forest periodically, while several wood elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check, but at times a
creatures and villainous monsters that seek to tap into the essence of the Shadowfell thrive deep in the forest. Its innermost reaches mingle with that dark realm, forming a warped mirror version of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Loyalists The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They feel that the town should focus on becoming a useful asset to the
the world. At their worst, the loyalists see the people of Saltmarsh as a barrier to growth. The locals are little more than allies of the Sea Princes, traitors who for too long have evaded the crown’s






