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Returning 35 results for 'behind barriers diffusing conjure rarest'.
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Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Dao
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
Innate Spellcasting. The dao’s innate spellcasting ability is Charisma (spell save DC 14
: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane
Efreeti
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The
the following spells, requiring no material components:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility
Marid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Amphibious. The marid can breathe air and water.
Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shiftMultiattack. The marid makes two trident
Djinni
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. The djinni’s innate
: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shiftMultiattack. The djinni makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +9
Monsters
Candlekeep Mysteries
shield, stoneskin*
5th level (3 slots): cone of cold, conjure elemental, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind
on a successful one. The basement furnishings provide half cover, should a creature wish to hide behind them.
The cannon is a Large object with AC 16, 80 hit points, and immunity to poison and psychic
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Tyranny of Dragons
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Monsters
Candlekeep Mysteries
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Candlekeep Mysteries
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
Backgrounds
Sword Coast Adventurer's Guide
;n. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
know a homunculus in the halls of New Prahv who can get things done behind the scenes.
8
I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
;elemental weapon, glyph of warding
4th
conjure minor elementals, divination, Otiluke’s resilient sphere
5th
animate objects, conjure elemental
Your spells
Magic Items
Infernal Machine Rebuild
body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.
As long as the wire remains intact, the attuned user can make
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
without trace, protection from poison
3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*
4th level (3 slots): charm monster, control water*, dominate
beast, freedom of movement*, watery sphere
5th level (2 slot): conjure elemental*, maelstrom, scrying*, tree stride
6th level (1 slot): heal
7th level (1 slot): plane shift
*Circle spells don’t
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
without trace, protection from poison
3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*
4th level (3 slots): charm monster, control water*, dominate
beast, freedom of movement*, watery sphere
5th level (2 slot): conjure elemental*, maelstrom, scrying*, tree stride
6th level (1 slot): heal
7th level (1 slot): plane shift
*Circle spells don’t
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
without trace, protection from poison
3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*
4th level (3 slots): charm monster, control water*, dominate
beast, freedom of movement*, watery sphere
5th level (2 slot): conjure elemental*, maelstrom, scrying*, tree stride
6th level (1 slot): heal
7th level (1 slot): plane shift
*Circle spells don’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
red leather pouch containing 75 gp, and a spellbook stolen from Yarek’s room (area 8d). The book contains these spells: cloud of daggers, conjure elemental, darkvision, fog cloud, grease, gust of wind
anything they considered valuable. They left behind a crystal wand (an arcane focus worth 10 gp), a set of fine clothes, and a small, autographed painting of a suave, dark-haired human wizard with a dove perched on his shoulder. The picture is inscribed, “Yarek — Have a magical day! Your friend, Jim.”
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only a character who can see a lever reflected in the mirror can pull it. As this likely puts the lever out of the character’s reach, he or she can cast a mage hand or telekinesis spell, conjure an
a hexagonal keyhole behind it. False Lever. If the south lever is pulled, three frenzied wereboars in hybrid form magically spring from the mirror, land in the middle of the room, and fight to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a
familiar, you instead cause it to adopt a new eligible form. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only a character who can see a lever reflected in the mirror can pull it. As this likely puts the lever out of the character’s reach, he or she can cast a mage hand or telekinesis spell, conjure an
a hexagonal keyhole behind it. False Lever. If the south lever is pulled, three frenzied wereboars in hybrid form magically spring from the mirror, land in the middle of the room, and fight to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a
familiar, you instead cause it to adopt a new eligible form. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only a character who can see a lever reflected in the mirror can pull it. As this likely puts the lever out of the character’s reach, he or she can cast a mage hand or telekinesis spell, conjure an
a hexagonal keyhole behind it. False Lever. If the south lever is pulled, three frenzied wereboars in hybrid form magically spring from the mirror, land in the middle of the room, and fight to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a
familiar, you instead cause it to adopt a new eligible form. BRIAN VALEZA Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
red leather pouch containing 75 gp, and a spellbook stolen from Yarek’s room (area 8d). The book contains these spells: cloud of daggers, conjure elemental, darkvision, fog cloud, grease, gust of wind
anything they considered valuable. They left behind a crystal wand (an arcane focus worth 10 gp), a set of fine clothes, and a small, autographed painting of a suave, dark-haired human wizard with a dove perched on his shoulder. The picture is inscribed, “Yarek — Have a magical day! Your friend, Jim.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
red leather pouch containing 75 gp, and a spellbook stolen from Yarek’s room (area 8d). The book contains these spells: cloud of daggers, conjure elemental, darkvision, fog cloud, grease, gust of wind
anything they considered valuable. They left behind a crystal wand (an arcane focus worth 10 gp), a set of fine clothes, and a small, autographed painting of a suave, dark-haired human wizard with a dove perched on his shoulder. The picture is inscribed, “Yarek — Have a magical day! Your friend, Jim.”
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of
genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the






