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Returning 35 results for 'being barrier diffusing composed retreats'.
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Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
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
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
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
Monsters
Princes of the Apocalypse
difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is
threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his Legendary Resistance trait.
Lair Actions
If Marlos is in the earth node
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->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->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->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. 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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. 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
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Keresta laughs and says that Shar’s darkness consumes all things in the end. If reduced to 0 hit points, Keresta turns to mist and retreats to her resting place in area 31 (via area 30). In mist
Portia Dzuth (see area 25b) if she is present and still charmed by Keresta. The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. Their names are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Keresta laughs and says that Shar’s darkness consumes all things in the end. If reduced to 0 hit points, Keresta turns to mist and retreats to her resting place in area 31 (via area 30). In mist
Portia Dzuth (see area 25b) if she is present and still charmed by Keresta. The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. Their names are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Keresta laughs and says that Shar’s darkness consumes all things in the end. If reduced to 0 hit points, Keresta turns to mist and retreats to her resting place in area 31 (via area 30). In mist
Portia Dzuth (see area 25b) if she is present and still charmed by Keresta. The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. Their names are
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, including their creators. Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem’s features. The barrier between the mortal
exposed insides.
4 Parts serving unintended roles, like a body composed of dozens of hands.
5 Perfect features accented by beautiful stitching.
6 Visible mechanisms, bellows, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, including their creators. Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem’s features. The barrier between the mortal
exposed insides.
4 Parts serving unintended roles, like a body composed of dozens of hands.
5 Perfect features accented by beautiful stitching.
6 Visible mechanisms, bellows, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, including their creators. Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem’s features. The barrier between the mortal
exposed insides.
4 Parts serving unintended roles, like a body composed of dozens of hands.
5 Perfect features accented by beautiful stitching.
6 Visible mechanisms, bellows, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
every location in Muiral’s Gauntlet. The orb loses its magic if it is torn free of the throne, or if the throne is destroyed. Mirror Gate to Level 8. The mirror’s frame is composed of an assemblage of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
every location in Muiral’s Gauntlet. The orb loses its magic if it is torn free of the throne, or if the throne is destroyed. Mirror Gate to Level 8. The mirror’s frame is composed of an assemblage of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
every location in Muiral’s Gauntlet. The orb loses its magic if it is torn free of the throne, or if the throne is destroyed. Mirror Gate to Level 8. The mirror’s frame is composed of an assemblage of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
loyal to him. In the Earth Node When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his
or carrying is left behind.
Earth Passage. Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Stealth +4
Senses passive Perception 14
Languages Aquan, Common
Challenge 2 (450 XP)
Shapechanger (2/Day). The fathomer can use its action to polymorph into a Medium serpent composed of water
clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait






