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Returning 35 results for 'barriers behalf diffusing create retreats'.
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barrier behave diffusing create repeats
Classes
Player’s Handbook
Augment Physical Might with Psionic Power
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.
Monsters
Monster Manual
the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Create or Destroy Water, Detect Evil and Good, Detect Magic
Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Monsters
Forgotten Realms: Adventures in Faerûn
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Create or Destroy Water, Detect Magic, Major Image
2/Day Each: Control Water (Flood, Part Water, or Redirect Flow
Monsters
Storm King's Thunder
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Princes of the Apocalypse
asterisked spell is from appendix B):
Cantrips (at will): mending, resistance, shape water*
1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
2nd level (3 slots): darkvision
retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait.
Lair Actions
If Gar is in the water node while Olhydra isn’t, he
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the Mages of High Sorcery’s Order of the Red Robes, foresaw the attack and used powerful lunar magic to create a shroud of transformative red moonlight around the vault. Werewolves that step into this
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the Mages of High Sorcery’s Order of the Red Robes, foresaw the attack and used powerful lunar magic to create a shroud of transformative red moonlight around the vault. Werewolves that step into this
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the Mages of High Sorcery’s Order of the Red Robes, foresaw the attack and used powerful lunar magic to create a shroud of transformative red moonlight around the vault. Werewolves that step into this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in “Devil True Names and Talismans” in the Monster Manual), instead of binding the devil into service, the summoner can create a ritual circle that allows the devil to forge a deal. Once the deal is
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in “Devil True Names and Talismans” in the Monster Manual), instead of binding the devil into service, the summoner can create a ritual circle that allows the devil to forge a deal. Once the deal is
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in “Devil True Names and Talismans” in the Monster Manual), instead of binding the devil into service, the summoner can create a ritual circle that allows the devil to forge a deal. Once the deal is
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, taking over a victim’s body on behalf of its mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, taking over a victim’s body on behalf of its mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. Conjuration Savant Beginning
conjuration spell, your concentration can’t be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, taking over a victim’s body on behalf of its mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. Conjuration Savant Beginning
conjuration spell, your concentration can’t be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. Conjuration Savant Beginning
conjuration spell, your concentration can’t be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.






