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Returning 35 results for 'blocked being diffusing cube reduce'.
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Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
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
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
Private Sanctum
Legacy
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Spells
Basic Rules (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
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
Mordenkainen's Private Sanctum
Legacy
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Spells
Player’s Handbook (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
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
Monsters
Guildmasters’ Guide to Ravnica
slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of
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 365 days makes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn’t included in the area of effect. To block a line, an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
descriptions assume the characters have a light source or other means of seeing in the dark. Loose Rubble. Much of the central lair is blocked by rubble that would require days to clear, but some areas have
loose rubble that can be cleared more quickly. A character who takes 1 minute to clear loose rubble and succeeds on a DC 18 Strength (Athletics) check removes a 5-foot cube of rubble.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn’t included in the area of effect. To block a line, an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security
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 365 days makes the spell
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary. At Higher Levels. When
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
orcs 11–15 1d10 giant eagles 16–20 1d8 + 1 hippogriffs 21–25 1d8 fissures venting steam that partially obscures a 20-foot cube above each fissure 26–30 1 basilisk 31–35 1d12 half-ogres 36–40 A ravine
blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be 41–45 1 manticore 46–50 2d4 harpies 51–52 1 galeb duhr 53–54 1 bulette 55–56 1d10 berserkers 57–58 1d3 hell
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis (see “Arrival” above). Arrow slits are spaced along the walls and murder
reduce the time proportionately. The noise created by smashing down the doors is loud enough to alert all the dwarf ghouls in the fortress, which gather in area A4 and attack once the doors fall. The
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6
lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6
first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
targeting an area of the forest ends the effect in a 20-foot cube for 1 hour if the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. The affected area reverts to a fetid
additional creature who concentrates for the full hour, reduce the DC of the check by 1 (to a minimum of DC 15). Wild Magic. The Feywild energy that fuels the crystal interacts unpredictably with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, and walls of the lair become difficult terrain until initiative count 20 on the next round. Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each
succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect. Verdant Growth. Vegetation and fungi
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge
/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge
/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice storm, polymorph
5th level (2 slots): conjure elemental
Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
starts their turn in the web. Giant Webs. The giant spiders have woven a 20-foot Cube of thick, sticky webs between the trees to snare prey. The webs are Difficult Terrain, and the area within them is
laden with dry pollen and old animal carcasses. If the webs take Fire damage, the entire 20-foot Cube of webs ignites, and each creature Restrained by the webs takes 2d4 Fire damage. The webs then burn
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
only a matter of time before they reduce the doors to rubble. Eight more invisible duergar stand nearby, ready to storm the svirfneblin warehouse as soon as the doors crumble. Treasure. Each dead
Dripskillet, are holed up in this chamber, which is shaped like a cube. The ceiling is 100 feet high, and the walls are lined with niches that serve as residences and storage spaces. Levitating crystal
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning
harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. Vex
Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use
disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Constructs of your choice. The spirits are intangible and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, damage their components, or discern how to avoid them. The blades are disabled if their attack bonus is reduced to −8. Ways to reduce it are described below. Intelligence (Investigation), DC 15. As
to the statue to keep it blocked up. When all four statues are blocked in this manner, the trap deactivates.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses. Shadar-kai Gloom Weaver
Medium Humanoid (Elf
, seeming
Wave of Weariness (Recharge 4–6). The shadar-kai emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
removed by a greater restoration spell or similar magic. 2 The creature gains the enlarge or reduce effect (50 percent chance of either) of the enlarge/reduce spell for 1 hour. 3 The creature regains
surfaces in the environment and launch caustic spittle. The mimic colony chooses a cube of nonmagical, inanimate material in physical contact with it. The cube can be up to 15 feet on a side. The colony
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
southwest corner. A door on the east wall stands closed. A tunnel heading west is blocked by a wall of neatly piled rubble twenty feet high and wide.
Although this atrium appears uninhabited, you can’t
clear one 5-foot cube of rubble in 10 minutes. Multiple characters working together can shorten the time proportionately. Hidden Door. The rubble obscures a door in the south wall, behind which a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
attack as soon as two characters have entered the area, likely achieving surprise. Mud-and-Wattle Door. The troglodytes have blocked the southwest passage leading to the main warren (area 18) with a
and about 10 feet deep in the middle. Along the eastern edge of the pool, a short passage leading to area 23 has been blocked up with loose rubble and mud, creating a rough stone wall 10 feet across
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
that isn’t blocked. She either moves to area V36 or attempts to flee via area V27. Proud to a fault, she would rather die than surrender or be taken prisoner — and she happily watches any of her sons
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pig carcasses toward the arch and heave them through, while blades scythe across the opening and reduce each body to a heap of blood, flesh, and bone that collects on the far side. Two skeletons then
B) and two dread warriors (see appendix B) watch from near the eastern wall as four Thayan warriors (see appendix B) battle a gelatinous cube. Two of the four warriors have been engulfed, and all are






