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Returning 35 results for 'being barriers diffusing connect requires'.
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Spells
Planescape: Adventures in the Multiverse
check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and
can’t study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
Magic Items
Lost Laboratory of Kwalish
), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
Freeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses
. Freeing the user first requires defeating the armor’s automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor’s control.
Alternative
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hill giant atop the Stone Bridge. (He is entombed within the Halls of the Hunting Axe.) Built to connect those parts of the dwarven realm of Besilmer on both the western and eastern banks of the Dessarin
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hill giant atop the Stone Bridge. (He is entombed within the Halls of the Hunting Axe.) Built to connect those parts of the dwarven realm of Besilmer on both the western and eastern banks of the Dessarin
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hill giant atop the Stone Bridge. (He is entombed within the Halls of the Hunting Axe.) Built to connect those parts of the dwarven realm of Besilmer on both the western and eastern banks of the Dessarin
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Tunnels and Trenches Trobriand’s bore worm created the tunnels that connect this level to levels 12 and 14. The worm also dug 20-foot-deep trenches through areas 2 and 11 on this level. These
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Tunnels and Trenches Trobriand’s bore worm created the tunnels that connect this level to levels 12 and 14. The worm also dug 20-foot-deep trenches through areas 2 and 11 on this level. These
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Tunnels and Trenches Trobriand’s bore worm created the tunnels that connect this level to levels 12 and 14. The worm also dug 20-foot-deep trenches through areas 2 and 11 on this level. These
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but 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->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but 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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but 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->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
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
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
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
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
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
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Map: Starglass Waypoint Upper Level). Each of these is engraved with an asterisk-shaped glyph that feels warm to the touch. Unlocking a sealed door requires either a Glyph Card or a Knock spell. Glyph
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Map: Starglass Waypoint Upper Level). Each of these is engraved with an asterisk-shaped glyph that feels warm to the touch. Unlocking a sealed door requires either a Glyph Card or a Knock spell. Glyph
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, which occurs whenever you deem appropriate. Ventilation Shafts Ventilation shafts connect Xeluan’s tomb to two caves: one to the east, the other to the west. Oztocan’s residents are familiar with
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, which occurs whenever you deem appropriate. Ventilation Shafts Ventilation shafts connect Xeluan’s tomb to two caves: one to the east, the other to the west. Oztocan’s residents are familiar with
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Map: Starglass Waypoint Upper Level). Each of these is engraved with an asterisk-shaped glyph that feels warm to the touch. Unlocking a sealed door requires either a Glyph Card or a Knock spell. Glyph
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, which occurs whenever you deem appropriate. Ventilation Shafts Ventilation shafts connect Xeluan’s tomb to two caves: one to the east, the other to the west. Oztocan’s residents are familiar with
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
, and topaz. Their collection is secured by a magical globe of force inside an iron chest, which is six feet long, four feet tall and wide, and weighs 500 pounds. Lifting the heavy iron lid requires an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
requires an action and a DC 12 Strength check, and destroying the globe of force requires an antimagic field or a successful casting of dispel magic (DC 16). The 32 gems are worth 500 gp each, or a total
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
, and topaz. Their collection is secured by a magical globe of force inside an iron chest, which is six feet long, four feet tall and wide, and weighs 500 pounds. Lifting the heavy iron lid requires an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
requires an action and a DC 12 Strength check, and destroying the globe of force requires an antimagic field or a successful casting of dispel magic (DC 16). The 32 gems are worth 500 gp each, or a total
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Lordly Might Rod, Legendary (Requires Attunement) Conceptopolis Rod of Rulership, Rod of Lordly Might,
Rod of Resurrection, Rope of Entanglement This rod has a flanged head, and it
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check






