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Returning 35 results for 'before before divided carried roaring'.
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Magic Items
Dungeon Master’s Guide
in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its
interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has
Magic Items
Dungeon Master’s Guide
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97
You cast Polymorph, targeting the creature closest to the chosen point of
Fire Storm
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must
successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic
Magic Items
Phandelver and Below: The Shattered Obelisk
unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
normal size and remains overgrown for 1 minute.
63-65
An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target
total damage of the gems is divided equally among all creatures in the line.
91-95
A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fire Storm 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range
must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fire Storm 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range
must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. The tower is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof
on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E9: Engine Car A massive furnace dominates the interior of this noisy car. Two spherical modrons shovel coins into the roaring fire while a brawny, nine-foot-tall automaton guards a treasure-filled
being worn or carried that is placed inside the blazing furnace is incinerated instantly. Even magic items succumb to the blazing furnace, though the flames aren’t powerful enough to harm artifacts. If
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically. Whenever it expands, the
slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
resembles a lich, wearing a crown on its head, slowly rises from the couch (and throws up its hands in apparent fear if the mace is being carried). A booming voice seeming to emanate from the whole of the
greater zombie (see appendix B). Between strikes the creature will gesture with its hands as if readying a spell. If it is struck by the golden mace it will make a roaring bellow (produced by a magic
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lion’s Gate, the portal looks like an enormous feline eye within an arch of bones, a gaseous curtain bisected by a roaring black stripe. Regional Effects The region containing Rigus’s planar gate is
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69–72 Nothing happens at the chosen
of the gems is divided equally among all creatures in the Line. 93–97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
times its normal size and remains overgrown for 1 minute. 63–65 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the
hours. 88–90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens. 69–72 Nothing happens at the chosen
of the gems is divided equally among all creatures in the Line. 93–97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
times its normal size and remains overgrown for 1 minute. 63–65 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the
hours. 88–90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Village The top of Oyaviggaton is a plateau, but it’s not level. The ground is uneven, fractured by narrow ice chasms and divided by rills, snowdrifts, and ice ridges taller than a human
of white. Twenty structures make up the village, divided between snow-block shelters similar to igloos and double-walled yurts made from sealskin stretched over whalebone frames. Sixteen of these
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Village The top of Oyaviggaton is a plateau, but it’s not level. The ground is uneven, fractured by narrow ice chasms and divided by rills, snowdrifts, and ice ridges taller than a human
shroud of white. Twenty structures make up the village, divided between snow-block shelters similar to igloos and double-walled yurts made from sealskin stretched over whalebone frames. Sixteen of these
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
short lived and fraught with peril. Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members
are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
thrown or carried, and there are no limits on contact between participants, although only natural weapons are allowed. Typically, a low-level druid or adept is on hand to provide healing if needed—but any
Equipment
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
roaring wave of eldritch fire erupts in a 30-foot Emanation. Each creature in the Emanation has the Burning (3d6 Fire) condition.
91–92
All the heat is suddenly pulled from one random creature
Equipment
next 1d6 days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s
wake, a roaring wave of eldritch fire erupts in a 30-foot Emanation. Each creature in the Emanation has the Burning (3d6 Fire) condition.
91–92
All the heat is suddenly pulled from one
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole
action required) to restore your use of it. Heal. The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube. Repair. Any damaged objects
Equipment
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice.
57
each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Equipment
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
roaring wave of eldritch fire erupts in a 30-foot Emanation. Each creature in the Emanation has the Burning (3d6 Fire) condition.
91–92
All the heat is suddenly pulled from one random
Equipment
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
roaring wave of eldritch fire erupts in a 30-foot Emanation. Each creature in the Emanation has the Burning (3d6 Fire) condition.
91–92
All the heat is suddenly pulled from one random creature
Equipment
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then carried up the slopes and burned as
larger crowds than clear ones, since glimpsing your star through the haze is thought to be a blessing from Tymora. Inside buildings, service folk keep roaring fires and engage in making food to keep
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the demiplane. If the characters didn’t bring extra leaves with them when they entered, they must find the reusable keys carried by the current occupants of the palace (see areas P6 and P7) to leave
or destroyed. P9: Roof Gardens Crenelated parapets border the palace’s open, flat roof. Four beds of subtly colored flowers are divided by gravel paths. In the center of the beds where the paths cross
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
block (see appendix B) plus the following: Color Spray, Find Familiar, Locate Object, Magic Missile, and Sleep. T19: Bridge of Faith The thunder of rushing water fills this loud room. The room is divided
.
If the characters attempted to destroy the doors, Shalfey has already set the Books of Prophecy aflame. Read or paraphrase the following text: The man’s defiant face is lit by roaring flames from a






