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Returning 35 results for 'begins blocking diffusing casting return'.
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Magic Items
Dungeon Master’s Guide
You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
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
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
Monsters
Bigby Presents: Glory of the Giants
saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Petrifying Touch", "rollDamageType":"force"} force damage and have the restrained condition as it begins to turn to
exclusion of all other tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies
Clone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after
clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
Resurrection
Legacy
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Spells
Basic Rules (2014)
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Astral Projection
Legacy
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Spells
Basic Rules (2014)
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
Blink
Legacy
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Spells
Basic Rules (2014)
and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your
Monsters
Van Richten’s Guide to Ravenloft
kills the larvae.A carrion stalker begins life as a pale larva that infests a corpse. Over the course of weeks, this grub burrows, feeds, and grows, ultimately developing into a chitinous mass of pincers
they root among filth. The crawlers then spread these grubs, potentially infecting whole sewers, graveyards, or battlefields with carrion stalkers. In return, carrion stalkers avoid preying on carrion crawlers.
Monsters
Bigby Presents: Glory of the Giants
take 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Mud to Stone", "rollDamageType":"bludgeoning"} bludgeoning damage and have the restrained condition as the mud begins to turn to
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
Monsters
Spelljammer: Adventures in Space
pockets in the neh-thalggu’s head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Spells
Xanathar's Guide to Everything
spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is
).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
causing harm to anyone or anything. A fractine that doesn’t consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and self-destructs, leaving no trace
Wizard
Legacy
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Classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
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
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
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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
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
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
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
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
creature that isn’t incapacitated can jam the mechanism with its body. When the propeller begins to turn, the creature must make a DC 20 Strength (Athletics) check. If the check succeeds, the propeller is
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Xaryxis Is Spared If Xaryxis was not destroyed, the characters return home to find their world on the brink of annihilation. As the planet begins to fracture, the characters might decide to help evacuate and resettle survivors on the other worlds of their system.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
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
, requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wall of Force 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powder made by crushing a clear gemstone) Duration: Concentration, up to 10 minutes An
instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
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
region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Monsters
Fizban's Treasury of Dragons
notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech” and try to converse with them by humming
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Conclusion The town council of Saltmarsh gratefully rewards the characters 200 gp for uncovering and shutting down the smuggling operation. Several days after the characters’ return, or shortly
before they depart town, they are invited to a meeting with the town council. This meeting begins the second part of the adventure.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Getting Started This adventure begins when Lord Dagult Neverember summons the characters to his modest villa in Neverwinter. Several local guards are present, as are three priests of Oghma—a god of
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wall of Force 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powder made by crushing a clear gemstone) Duration: Concentration, up to 10 minutes An
instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uni’s horn to the unicorn to reverse Kelek’s magic.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Fate of Vermeillon If the party clears out the nest of meenlocks and informs the citizens of Maerin, settlers restore the village of Vermeillon and the mine eventually begins production again. The
new villagers treat the characters as local heroes. As news travels, Tormun and Blenyss eventually hear of the village’s resurrection and return to restart their shop, unable to pass up the opportunity






