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Returning 35 results for 'before barred diffusing casting region'.
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Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Spells
Player’s Handbook
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects
The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region
Monsters
Fizban's Treasury of Dragons
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
can target both of the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding a legendary amethyst dragon’s lair is altered by the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knock Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knock 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a
set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knock Level 2 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can
or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.
Regional Effects
The region containing a dragon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Leomund’s Tiny Hut Level 3 Evocation (Bard, Wizard) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S, M (a crystal bead)
Duration: 8 hours
A 10-foot Emanation springs into
the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Leomund’s Tiny Hut 3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile
creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Leomund’s Tiny Hut Level 3 Evocation (Bard, Cleric, Wizard) Casting Time: 1 Minute
Range: Self (10 ft. Sphere)
Components: V, S, M (a crystal bead)
Duration: 8 Hours
A 10-foot Emanation
objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bronze Dragon Lairs Bronze dragons usually make their homes near or under the sea. The region containing an adult or ancient bronze dragon’s lair is changed by its presence, creating the following
Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gold Dragon Lairs Gold dragons make their homes in places of natural and magical wonder. The region containing an adult or ancient gold dragon’s lair is altered by its presence, creating the
following effects: Dream Messenger. While in its lair, the dragon can cast Dream, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
corner of the room. Within this dark chasm, worms pursue the fleeing forms of naked people.
In the south corner of the room on the eastern wall is a barred door.
The light in the ceiling comes from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hunger of Hadar 3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute You open a gateway to the dark
between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hunger of Hadar Level 3 Conjuration (Warlock) Casting Time: Action
Range: 150 feet
Components: V, S, M (a pickled tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the
Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
torch. The town’s residents tried to take refuge in the castle, but the Dinevs, alarmed by the size of the orc horde, barred the gates and refused to open them. The orcs fell upon the stranded people
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dragonchess set on a table.
Bed. A large four-poster bed stands against the west wall between two crystal-barred windows. A hefty figure sleeps under the covers, snoring loudly.
The snoring lump
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Summer Is Coming Slaying Auril or her roc prevents the Frostmaiden from casting her nightly spell, ending her everlasting winter. The characters can also counteract the Frostmaiden’s everlasting
, since they represent a threat to Zhentarim control of the region; without a power base of his own, however, Naerth can do little to stop them. The end of winter signals a resurgence of life in Icewind Dale
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must
combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you
any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vat neutralizes the poison, but it also spoils the taste of the wine. Casting a purify food and drink spell on a vat neutralizes the poison without spoiling the wine. In addition to her animal skin
. The key to the padlock can be found in the office (area W20). The single door leading to area W5 is barred shut from the inside, as is the single door leading to area W2.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, a bronze dragon who has lived in hiding in the region for centuries. The first residents of Heart’s Hollow were wanderers she rescued while disguised in human form. Over time, others lost in the
chapters. The Dragon Hunter As characters near Heart’s Hollow (or whenever you wish to introduce Clystran), the Wash rises in the region. The character with the highest passive Wisdom (Perception) score
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, dubbed the North Gate, the East Gate, and the Southwest Gate. These gates can be barred from the inside with heavy, iron-banded hardwood beams. Barred gates have AC 15, 200 hit points, a damage
threshold of 10, and immunity to psychic and poison damage. Forcing open a set of barred gates requires a successful DC 28 Strength check. Two 30-foot-tall cylindrical stone towers flank each gate and watch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, turning midday into twilight and trapping Icewind Dale in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
stone walls. The other end of the tunnel is barred shut.
Four rosy-cheeked humans in grimy baker’s attire sit at the table, sipping tea with pinkies extended.
Four Cakers—chaotic evil, human thugs
(see Morte’s Planar Parade). Casting greater restoration, remove curse, or a similar spell on the target before this transformation completes ends the curse and undoes its effects. Cursed Cakers The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wish Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you
the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wish Level 9 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you
the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
or otherwise unforgivable acts, and the burgomaster alone decides which transgressions warrant the sentence. Regional Effects The region containing Curst’s planar gate is influenced by the magic of
its iron-barred balusters. Burgomaster Villigus Bazengar delights in spreading malaise and despair. The demodand and his moldy, overlapping hides slithered out of Carceri to usurp the town from its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
through a barred grate to the busy street above. As they trim its barbed branches, something shudders within. 5 Three sahuagin emerge from a wide pipe. “Polluters!” shouts one of them, addressing the
the pungent meres. Ancient and unknowing, Abadoom harbors some of Sigil’s darkest secrets. The Loop Even Undersigil has portals, and the worst of them dump their quarries into the Loop. This region is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
your thoughts, and Xaos is yours to mold.”
–Bruth, Sha’sal Khou diplomat
Regional Effects The region containing Xaos’s planar gate is influenced by the magic of Limbo, creating one or more of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the region, despite its clear inferiority in size and strength. Amphail’s sovereignty means that, although patrols from the Waterdeep City Guard sometimes ride north to check on matters in Amphail, the
mounts) to nobles and travelers in the region. A new family, not noble but possessing much wealth, has purchased the old Baldasker ranch. We suspect that the Hemzar family, who were unknown in either






