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Returning 35 results for 'been before designated composed range'.
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Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material
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
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
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the
notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Equipment
Tommybows are repeating crossbows that mirror the three types of normal crossbows: hand, heavy, and light. They are composed of vertically-stacked bows upon a crossbow’s chassis, an unwieldy
arrangement that reduces their effective range in comparison to their crossbow counterparts.
Reload. Tommybows replace the loading property of their crossbow counterpart with the reload property. The
Equipment
Tommybows are repeating crossbows that mirror the three types of normal crossbows: hand, heavy, and light. They are composed of vertically-stacked bows upon a crossbow’s chassis, an unwieldy
arrangement that reduces their effective range in comparison to their crossbow counterparts.
Reload. Tommybows replace the loading property of their crossbow counterpart with the reload property. The
Compulsion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed
effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Equipment
Tommybows are repeating crossbows that mirror the three types of normal crossbows: hand, heavy, and light. They are composed of vertically-stacked bows upon a crossbow’s chassis, an unwieldy
arrangement that reduces their effective range in comparison to their crossbow counterparts.
Reload. Tommybows replace the loading property of their crossbow counterpart with the reload property. The
Creation
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to
depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Material
Duration
Vegetable matter
1 day
Stone or crystal
12 hours
Monsters
Princes of the Apocalypse
Shapechanger (2/Day). The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into
":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creation of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse
annihilates its body and leaves behind a spectral being composed of fragments from the victim’s psyche and overwhelming psychic agony.
Every allip is wracked with a horrifying insight that
Wall of Stone
Legacy
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Spells
Basic Rules (2014)
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
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Sledgehammer"} to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6);{"diceNotation":"6d6+6","rollType":"roll","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
graystaff.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost the hag extra
", "rollDamageType":"cold"} cold damage.
Frost Shard. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Frost Shard"} to hit, range 60 ft., one target. Hit: 30 (6d8
Monsters
Vecna: Eve of Ruin
Bramble Walk. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement.
Magic Resistance. The dryad has advantage on saving throws against
one Sapping Vine attack.
Poisonous Thorn. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Poisonous Thorn"} to hit, reach 5 ft. or range 120 ft., one
Antipathy/Sympathy
Legacy
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Spells
Basic Rules (2014)
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify
or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see
Giff
Legacy
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Monsters
Mordenkainen’s Tome of Foes
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2);{"diceNotation":"1d12+2","rollType":"damage","rollAction":"Musket
","rollDamageType":"piercing"} piercing damage.
Pistol. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2
Monsters
Eberron: Rising from the Last War
and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide
range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.
The Power of Pleasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Severity and Level Each hazard in this section is designated as a nuisance or as deadly for characters of certain levels. A nuisance hazard is unlikely to seriously harm characters of the indicated
levels, whereas a deadly hazard can grievously damage characters of the indicated levels. Use caution when introducing a hazard to characters of a level lower than the hazard’s level range. A hazard that is a nuisance at one level range could be deadly to characters in the next-lower range.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Word of Recall Level 6 Conjuration (Cleric) Casting Time: Action
Range: 5 feet
Components: V
Duration: Instantaneous
You and up to five willing creatures within 5 feet of you instantly
teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Word of Recall Level 6 Conjuration (Cleric) Casting Time: Action
Range: 5 feet
Components: V
Duration: Instantaneous
You and up to five willing creatures within 5 feet of you instantly
teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Word of Recall 6th-level conjuration Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a
previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Word of Recall 6th-level conjuration Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a
previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Compulsion 4th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Creatures of your choice that you can see within range and that can
turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
effect is resolved instantly. Use caution when introducing a trap to characters of a level lower than the trap’s level range. A trap that is a nuisance at one level range could be deadly to characters of a lower level range.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
effect is resolved instantly. Use caution when introducing a trap to characters of a level lower than the trap’s level range. A trap that is a nuisance at one level range could be deadly to characters of a lower level range.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Compulsion 4th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Creatures of your choice that you can see within range and that can
turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sequester 7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sequester 7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Creation Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a paintbrush)
Duration: Special
You pull wisps of shadow material from the Shadowfell
to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger
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
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
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
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Jim’s Glowing Coin 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: S, M (a coin), R (2 gp) Duration: 1 minute Of the many tactics employed by master magician and renowned
adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights






