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Returning 35 results for 'beyond both down conjure rearing'.
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Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
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
Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the
Mordenkainen's Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the
Spells
Lost Laboratory of Kwalish
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to
configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
silver spoon, each item worth at least 5 gp) Duration: 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The
open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
8. Coffin The door opens into an area of utter blackness.
The room beyond the door is the lair of a vampire named Ctenmiir. He is compelled by a curse to remain here in a trance except when roused
Dungeon Master’s Guide), 10,000 sp and 9,000 gp in six leather sacks, a potion of mind reading, and three spell scrolls (conjure minor elementals, dispel magic, and magic mouth).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
changes: Vertrand is chaotic evil and speaks Abyssal, Common, Deep Speech, and Undercommon. He has blindsight out to a range of 60 feet, but is blind beyond this radius. He has the confusion spell
desk’s top drawer. It contains all the spells he has prepared, plus legend lore, conjure elemental, and planar binding. The spells are written out using a form of Braille script.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Visibility. Visibility on the Cargo Deck is reduced to 10 feet. Creatures and objects beyond that range are heavily obscured. Elemental Meddling The chamber containing the galley is the source of the
fire, which Miken set using two spell scrolls (glyph of warding cast at 4th level and conjure minor elementals). The glyph of warding was triggered when Petty Officer Ryeback activated his portable
Compendium
- Sources->Dungeons & Dragons->Monster Manual
elementals gather clouds and winds into ever-changing bodies with indistinct limbs and vague features. Beyond their home plane, these elementals might serve magic-users who conjure them, or they might
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
5th Cone of Cold, Conjure Elemental Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic
Schools of Evocation or Transmutation are also well represented. Clerics aren’t very common in this school, but some with the Tempest domain end up here. Beyond the ranks of traditional spellcasters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
domain’s borders. Most bands make their living primarily through craftwork (especially delicate silversmithing), horse rearing, and trading wares carried between domains. Meetings between Vistani bands are
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, with metal covers that are 5 feet tall, 4 feet wide, and 1 inch thick. Each book weighs 150 pounds. A large wooden table, its legs carved to look like rearing pegasi, dominates the room. An ornate
. Playroom Sansuri has twin children who play here unsupervised during the day. Characters who listen at the door can hear the children’s laughter beyond. The boy is named Kaaltar, the girl Alastrah
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
of the spell equal to the number rolled. Tales from Beyond 3rd-level College of Spirits feature You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental Cataclysm The End and Beginning of Ages Habitat: Planar (Elemental Chaos); Treasure: None Johan Grenier Beyond the fringes of the Elemental Planes, primordial forces endlessly clash amid
stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or
. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) check find two secret doors behind the frost that covers the west wall. These slabs of stone are 40 feet tall by 20 feet wide, and each pushes open to reveal a chamber beyond (area 5A or 5B). Each secret
detect magic spell reveals an aura of conjuration magic around the archway, but nothing happens when something enters the mist While the archway is inactive, cold rock wall can be felt beyond the churning
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in a hermit’s
. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of flame light the corridor and the chamber beyond. The air is cold and heavy with the scent of ash.
In the barrow, the structure is made of monoliths set into the earth and capped with other
outside the tomb. Meanwhile, Wiggan uses a scroll of conjure elemental. It takes him 1 minute to cast the spell, and he doesn’t start until all the characters are deep inside the barrow mound. An earth
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
itself on a success. You can’t use this property again until you finish a Short or Long Rest. 96–99 The Moonblade has the properties of a Ring of Spell Storing. 00 You can take a Magic action to conjure a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
characters involved. Unicorn Although conjuring up a real unicorn is likely beyond the abilities of the characters, they could ask Laeral Silverhand or Vajra Safahr to cast the conjure celestial spell. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
control water, freedom of movement
9th
conjure elemental, scrying
Desert Druid Level Spells 3rd
blur, silence
5th
create food and water, protection from energy
7th
blight, hallucinatory
force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
impression that the ki-rin is ablaze with a holy, golden fire. Beyond their coloration, ki-rins vary in appearance, based on the deity each one reveres and the function it typically performs in service to that
its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries. Inside its lair, a ki-rin has the power to conjure objects up to three times per
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
section of wall has been smashed to the southwest, creating a crude tunnel to the catacombs beyond. To the southeast stands a closed stone door.
As the characters enter this area, the next scene from
in violet flames. To the east lies a shattered stone door, and north of it gapes a tunnel that leads back to the catacomb entrance. At the west end of the room stands a statue of a rearing horse and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
. Level 3: Nature’s Wrath As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing stone horse is often painted in
. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
falls to the ground below, taking 14 (4d6) bludgeoning damage in either event. When the characters reach the bottom, they see an open archway at the base of the stairs. Beyond this archway lies area H2
destroyed. Opening the Door. Generations of the haven’s scholars bound themselves to defend the site beyond death. Three stone golems and a number of undead scholars (now mummies) protect the site, held in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ledge and intones the following warning in Common: “I am Duhlark Kolat, the great wizard and master of this tower! How dare you invade my home! Leave at once or be destroyed by magic beyond your
narrow, barred window set into it. The door is locked and trapped (see below). As the characters approach the door, read: A raspy voice calls out from beyond the door. “If you be good, let us rid these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
tend and hatch the eggs of exotic monsters in these areas, rearing the young to serve Thay. 21. Egg Chamber The two approaches to this area are warm and humid. Heat wafts from this chamber, and steam
attuned to this zone. White Gate. In the corridor beyond the western exit is a white gate that separates area 21 from the Swine Run. 22. Hatchling Pens Anyone near the doors hears the shrieking and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
with the conjure animals spell use their blindsight to target enemies that are engulfed in magical darkness. If her defeat is inevitable and escape proves impossible, Erelal makes whatever
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dark, icicle-festooned roof of the great ice cavern beyond.
Silver light emanates from a three-foot-diameter glass orb situated atop a two-foot-high cylindrical stone plinth in the center of a thirty
, studied, or dissected. The fall of Ythryn damaged the telescope beyond repair, rendering it useless. When Ythryn fell, a piece of the Tower of Divination (area Y11) crashed through the observatory roof
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has
a single keyhole, situated in the rearing dragon’s open mouth.
Dragon Door. The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. The






