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Returning 33 results for 'being barriers diffusing casting relatively'.
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Monsters
Strixhaven: A Curriculum of Chaos
a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw
structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Class 2nd Warp sense Divination Sorcerer, warlock, wizard 4th Gate seal Abjuration Sorcerer, warlock, wizard Gate Seal 4th-Level Abjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M
you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. Warp Sense 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a razorvine
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flaming Sphere Level 2 Conjuration (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a ball of wax)
Duration: Concentration, up to 1 minute
You create a 5
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Thoughts 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
), slow, suggestion, word of recall, zone of truth
*This spell’s casting time is longer than 1 action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Thoughts 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inspiration to negate the complication. Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.
There are many reasons to avoid the way of the lich. An impermanent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence
is called: a coven has three members, they believe that good or evil magic returns upon its source threefold, and the casting of many spells requires the same words chanted three times.
Long ago
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively
be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell’s casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails. Touching the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw using the spell’s spellcasting ability, or the spell fails and is wasted.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
with a third weapon, you must break the bond with one of the other two. Level 7: War Magic When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your
Wizard cantrips that has a casting time of an action. Level 10: Eldritch Strike You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Separated from Eastern Oerik by the Tilva Strait, Hepmonaland is a relatively small continent that few people of the Flanaess known much about. Those who have explored the north spur of Hepmonaland
Sun Pholtus of the Blinding Light Arcadia Judges, lawyers, arbiters Silver sun partially eclipsed by a crescent moon Ralishaz, the Unlooked For Limbo Gamblers Three bone fate-casting sticks Rao, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
relatively warm. The scent of roasting meat fills the air as a hunk of meat on a spit drips juices into the fire. Goats and sheep are held in a spacious animal pen enclosed by a crude wooden fence. Other
casting a destructive spell. It takes a combined Strength of 50 to move the block. Revealed beneath it is a shallow niche in the floor that holds the bones of a female human, her tribal garb reduced
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Morning looms behind Darkhold to the east, casting a great shadow over the keep from sunrise until nearly midday. Darkhold sits in a cleft in the side of the Gray Watcher, the highest point of permanent
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
relatively simple and businesslike. Once a question has been asked, Lurg asks for a mandatory “donation” of 100 gp, no matter what the question is. One of his tower hands then collects the payment. Once
magical silence prevents casting spells with verbal components. Treasure. Porro and Cipolla wear gold chain belts worth 30 gp each. They each carry a key to their desk drawers (see areas T15 and area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders
feet off the ground. To a casting of detect magic, the bar has a strong aura of conjuration. Noticing the bar without specifically looking up for it requires a successful DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
the password. That character gets a moment’s warning of what’s coming. In an amazing coincidence, “Whippoorwill” is the phrase Flabbergast set on the stone token to trigger casting the ritual. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
View Player Version Ancient Relic Casting detect magic on the altar reveals a faint aura of divination magic originating from underneath it. The slab weighs several tons and is too large to be lifted or






