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Returning 35 results for 'before blocking during cast rope'.
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Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Magic Items
Dungeon Master’s Guide
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
Korred
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large
or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
Creation
Legacy
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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
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
At will: gaseous
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
Antimagic Field
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures
suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed
Spells
Xanathar's Guide to Everything
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials
Monsters
Mordenkainen Presents: Monsters of the Multiverse
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey.
Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by Dispel Magic.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by Dispel Magic.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit
Kobold
Legacy
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Snare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a
circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
hempen rope 2 mess kits Portable cooking surface 2 barrels of water
5 flasks of cooking oil 2 chests containing fresh foodstuffs Chest containing 150 days rations 5 lanterns with continual flame
spells cast on them 1/2 cord of precut firewood 10 potions of healing (each one in a metal flask) Sending stone (Boatswain Tarto has its mate)
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the
efreeti suffers none of the spell’s stress. Once the efreeti has cast it three times, the efreeti can’t do so again for 365 days.
Actions
Multiattack. The efreeti makes three attacks, using Heated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
buyer’s head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for
the next three days. Each zombie wears a rope noose around its neck. A character who buys a zombie must lead it around by the noose; otherwise, the zombie stands still and does nothing.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with
temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
created by rope trick) are subject to the same restrictions as magic cast in the tomb. Modified Spells Spells Effect Antimagic field This spell does not prevent the spirits of trickster gods from
Spell Restrictions Many spells have altered effects when cast in the Tomb of the Nine Gods, including spells cast from magic items or artifacts, and class abilities that duplicate the effects of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
before the adventurers and have greater invisibility spells cast on them. The drow and their two quasit companions try to remain hidden, allowing adventurers to move into Arcturiadoom ahead of them
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 create mineral objects such
Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 create mineral objects such
Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat
, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Madness at Gardmore Abbey: the deck was a gift from an archfey to a mighty emperor. As the archfey predicted, the emperor was unable to resist using the deck to cast his own future, and the deck
characters to interact with the Deck of Many Things, but it rewarded them with new powers instead of punishing them and blocking all efforts to escape the deck.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara is obsessed enough to cast raise dead to restore them to life (assuming the character’s soul is willing to return). Captured characters are disarmed, their hands bound with spider-silk rope, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If the rope drops to 0 hit points, it is destroyed.
Innate Spellcasting. The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no
Perception 15
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Challenge 7 (2,900 XP)
Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the
hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
following round, the other kraken priest will also cast Evard’s black tentacles, and the two of them will proceed to do whatever they can (such as casting command) to keep the characters caught up in
Magic Items
Infernal Machine Rebuild
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.
04
You can cast the legend lore spell three times.
Whenever you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. A surefire way of getting in is to tie a grappling hook to an arrow and shoot the arrow up through the hole. This method never fails to anchor the hook on something, for Xipe grabs the rope once it is
fired through his front door. If a creature then decides to climb the rope up into the lair, Xipe starts to reel in the climber when it has ascended halfway. A creature being hauled up into the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
thanks the characters for listening to him, and disappears from the chamber. If at any point the characters act in a manner unbecoming to a peaceful conversation (cast a spell, move to attack, attempt to






