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Returning 35 results for 'blocked border diffusing container receive'.
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Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits Any characters inhabited by the spirits of Obo’laka or Wongo receive advice when entering this area: Cautious Obo’laka advises against anyone drinking from the fountain. Reckless Wongo
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits Any characters inhabited by the spirits of Obo’laka or Wongo receive advice when entering this area: Cautious Obo’laka advises against anyone drinking from the fountain. Reckless Wongo
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits Any characters inhabited by the spirits of Obo’laka or Wongo receive advice when entering this area: Cautious Obo’laka advises against anyone drinking from the fountain. Reckless Wongo
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The plane’s depths comprise a region of swirling mist and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The plane’s depths comprise a region of swirling mist and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The plane’s depths comprise a region of swirling mist and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
as the etherealness spell and the Etherealness feature of ghosts, is the exception to this rule. A creature that enters the Border Ethereal from a domain is pulled back into the domain it left upon
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
as the etherealness spell and the Etherealness feature of ghosts, is the exception to this rule. A creature that enters the Border Ethereal from a domain is pulled back into the domain it left upon
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
as the etherealness spell and the Etherealness feature of ghosts, is the exception to this rule. A creature that enters the Border Ethereal from a domain is pulled back into the domain it left upon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
weeks. Dried Potions. In some locations, characters discover the remains of a potion in the form of sediment in the bottom of a container. It is possible to mix this powder with water or wine and restore
is put on it. A character who succeeds on a DC 20 Wisdom (Perception) check can find a pressure plate. The plate can be blocked, preventing the trap from triggering, by wedging it in the upper
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
weeks. Dried Potions. In some locations, characters discover the remains of a potion in the form of sediment in the bottom of a container. It is possible to mix this powder with water or wine and restore
is put on it. A character who succeeds on a DC 20 Wisdom (Perception) check can find a pressure plate. The plate can be blocked, preventing the trap from triggering, by wedging it in the upper
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
weeks. Dried Potions. In some locations, characters discover the remains of a potion in the form of sediment in the bottom of a container. It is possible to mix this powder with water or wine and restore
is put on it. A character who succeeds on a DC 20 Wisdom (Perception) check can find a pressure plate. The plate can be blocked, preventing the trap from triggering, by wedging it in the upper
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by
the tundra, and the packing in of its people means Bryn Shander is also warmer than the other towns, both literally and in terms of the welcome you receive. I have visited only a few of the other towns
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by
the tundra, and the packing in of its people means Bryn Shander is also warmer than the other towns, both literally and in terms of the welcome you receive. I have visited only a few of the other towns
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by
the tundra, and the packing in of its people means Bryn Shander is also warmer than the other towns, both literally and in terms of the welcome you receive. I have visited only a few of the other towns
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounters 2d4 dolphins (see Volo’s Guide to Monsters) or 1 killer whale if you prefer. If the characters use magic to speak with the creatures, they can receive directions to the nearest coastal settlement
. A flying snake that is successfully grappled can be stuffed in a sack or other soft container. After 1 hour of confinement, the snake settles down. A character who succeeds on a DC 13 Wisdom (Animal
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the






