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Returning 35 results for 'been branching diffusing create robes'.
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Spells
Player’s Handbook
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
Monsters
Planescape: Adventures in the Multiverse
scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
Monsters
Planescape: Adventures in the Multiverse
wyrmling;Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
Monsters
Bigby Presents: Glory of the Giants
the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to
Monsters
Vecna: Eve of Ruin
gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her Staff of Silverymoon.
Personality
Alustriel’s primary concerns
in her true form. She helped create Silverymoon’s famous Moonbridge and cofounded the Lady’s College, the first school in Faerûn for mages as students rather than as apprentices in
Monsters
Planescape: Adventures in the Multiverse
the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected
Monsters
Planescape: Adventures in the Multiverse
have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T2: T-Shaped Passage This branching passage ends in iron double doors to the west and to the north. On the floor near the intersection lie three sets of skeletal remains in dust-shrouded crimson robes.
Skeletal Remains. See “ Temple Features” for more on the skeletal remains here.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T2: T-Shaped Passage This branching passage ends in iron double doors to the west and to the north. On the floor near the intersection lie three sets of skeletal remains in dust-shrouded crimson robes.
Skeletal Remains. See “ Temple Features” for more on the skeletal remains here.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T2: T-Shaped Passage This branching passage ends in iron double doors to the west and to the north. On the floor near the intersection lie three sets of skeletal remains in dust-shrouded crimson robes.
Skeletal Remains. See “ Temple Features” for more on the skeletal remains here.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
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->The Book of Many Things
25: Simulation Chambers The sphere’s creators used these rooms to create simulations of the natural environments of prisoners. Normally large and empty, the rooms can be filled with whatever
doppelgangers take on a variety of disguises to match whatever illusion magic is cast on the room from area 26. If the room isn’t affected by an illusion, the doppelgangers assume the forms of nondescript Humanoids cloaked in silvery robes.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
25: Simulation Chambers The sphere’s creators used these rooms to create simulations of the natural environments of prisoners. Normally large and empty, the rooms can be filled with whatever
doppelgangers take on a variety of disguises to match whatever illusion magic is cast on the room from area 26. If the room isn’t affected by an illusion, the doppelgangers assume the forms of nondescript Humanoids cloaked in silvery robes.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
25: Simulation Chambers The sphere’s creators used these rooms to create simulations of the natural environments of prisoners. Normally large and empty, the rooms can be filled with whatever
doppelgangers take on a variety of disguises to match whatever illusion magic is cast on the room from area 26. If the room isn’t affected by an illusion, the doppelgangers assume the forms of nondescript Humanoids cloaked in silvery robes.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
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 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->Player's Handbook (2014)
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
: Woods (Occult Ritual)
Treasure. The characters can take robes from the defeated cultists. For each robe they take, give the players a Cultist’s Robe. Sacred Spring Deep in the heart of the forest
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
: Woods (Occult Ritual)
Treasure. The characters can take robes from the defeated cultists. For each robe they take, give the players a Cultist’s Robe. Sacred Spring Deep in the heart of the forest
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
: Woods (Occult Ritual)
Treasure. The characters can take robes from the defeated cultists. For each robe they take, give the players a Cultist’s Robe. Sacred Spring Deep in the heart of the forest






