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Returning 35 results for 'blocked before dwelling casting replace'.
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Spells
Player’s Handbook
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Spells
Player’s Handbook
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Monsters
Lorwyn: First Light
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
; doublespeakers can use them to stab or throw at foes.
Merrow
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble
Monsters
Vecna: Eve of Ruin
fog, including areas created by spells such as Fog Cloud.Multiattack. The blazebear makes two Bite attacks. It can replace one attack with Stunning Gaze if available.
Bite. Melee Weapon Attack: +11
, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Antimagic Swipe", "rollDamageType":"force"} force damage
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
Monsters
Keys from the Golden Vault
Legendary Resistance (3/Day). If Charmayne fails a saving throw, she can choose to succeed instead.Multiattack. Charmayne makes three Ashen Burst attacks. She can replace one of these attacks with
see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
Monsters
Mythic Odysseys of Theros
, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon
Monsters
Fizban's Treasury of Dragons
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flayer Machinations table to inspire an illithid conclave’s plots. Mind Flayer Machinations 1d6 The Mind Flayer Colony Seeks To... 1 Blot out the sun so their Underdark-dwelling servants can invade
the surface. 2 Create a new monstrous fusion between mind flayers and a legendary monster. 3 Forge a psionic network uniting illithid colonies. 4 Replace world leaders with intellect devourers. 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flayer Machinations table to inspire an illithid conclave’s plots. Mind Flayer Machinations 1d6 The Mind Flayer Colony Seeks To... 1 Blot out the sun so their Underdark-dwelling servants can invade
the surface. 2 Create a new monstrous fusion between mind flayers and a legendary monster. 3 Forge a psionic network uniting illithid colonies. 4 Replace world leaders with intellect devourers. 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flayer Machinations table to inspire an illithid conclave’s plots. Mind Flayer Machinations 1d6 The Mind Flayer Colony Seeks To... 1 Blot out the sun so their Underdark-dwelling servants can invade
the surface. 2 Create a new monstrous fusion between mind flayers and a legendary monster. 3 Forge a psionic network uniting illithid colonies. 4 Replace world leaders with intellect devourers. 5
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
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 cast the spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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
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 cast the spell
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->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->Uni and the Hunt for the Lost Horn
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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->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->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->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->Uni and the Hunt for the Lost Horn
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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->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)
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
Detect Magic Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: Concentration, up to 10
creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
paths forward blocked by the mist, which disorients them and sends them back the way they came. Those who try to fly above the mist never get where they intend to go, their destination always
appearing to be miles away. The outer borders of Prismeer are blocked by similar walls of mist through which no creature can pass without Zybilna’s consent (which she can’t give while frozen in time). Even
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->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.