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Returning 35 results for 'blocking border diffusing contingency remove'.
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blocking border diffusing contingent remove
Monsters
Quests from the Infinite Staircase
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Features The Eternal Garden has the following features: Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Features The Eternal Garden has the following features: Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Features The Eternal Garden has the following features: Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
this setback: perhaps the characters became lost in the woods or encountered an obstacle blocking their path. Add two more cards to the spread. Lost Gear. The characters lose their rations or are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
this setback: perhaps the characters became lost in the woods or encountered an obstacle blocking their path. Add two more cards to the spread. Lost Gear. The characters lose their rations or are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
this setback: perhaps the characters became lost in the woods or encountered an obstacle blocking their path. Add two more cards to the spread. Lost Gear. The characters lose their rations or are
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
those spell areas. Once the characters emerge from those areas, or manage to remove the spells altogether, the kraken priests cast lightning bolt and then move to use their thunderous touch attack, as
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
those spell areas. Once the characters emerge from those areas, or manage to remove the spells altogether, the kraken priests cast lightning bolt and then move to use their thunderous touch attack, as
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
those spell areas. Once the characters emerge from those areas, or manage to remove the spells altogether, the kraken priests cast lightning bolt and then move to use their thunderous touch attack, as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud Conjuration C
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud Conjuration C
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud Conjuration C
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
energy. A guard’s madness can be cured with a dispel evil and good, greater restoration, or remove curse spell. Guards who are cured of their madness thank the characters and explain that they were
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
energy. A guard’s madness can be cured with a dispel evil and good, greater restoration, or remove curse spell. Guards who are cured of their madness thank the characters and explain that they were
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
energy. A guard’s madness can be cured with a dispel evil and good, greater restoration, or remove curse spell. Guards who are cured of their madness thank the characters and explain that they were
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the village’s anguish at so many victims. The mayor recounts the rescue efforts in the following days, and how they had to stop the search due to fears of more cave-ins if they attempted to remove any
marks a page with an entry on meenlocks, which includes the following information: Meenlocks are corrupted fey creatures that spontaneously manifest in response to fear in places where the border with the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the village’s anguish at so many victims. The mayor recounts the rescue efforts in the following days, and how they had to stop the search due to fears of more cave-ins if they attempted to remove any
marks a page with an entry on meenlocks, which includes the following information: Meenlocks are corrupted fey creatures that spontaneously manifest in response to fear in places where the border with the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the village’s anguish at so many victims. The mayor recounts the rescue efforts in the following days, and how they had to stop the search due to fears of more cave-ins if they attempted to remove any
marks a page with an entry on meenlocks, which includes the following information: Meenlocks are corrupted fey creatures that spontaneously manifest in response to fear in places where the border with the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
another 5 (2d4) necrotic damage. A character who succeeds on a DC 15 Wisdom (Medicine) check can also remove the disease from another creature. Doing so requires the character making the check to care for
stonework, and is poorly mortared. A character who succeeds on a DC 10 Intelligence (Investigation) check confirms that something is behind the new wall. It takes 5 minutes to remove this masonry, or 1
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
1 minute trying to remove the padlock, doing so with a successful DC 15 Dexterity check. Attempting this check without first melting the ice in and around the padlock imposes disadvantage on the roll
from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
1 minute trying to remove the padlock, doing so with a successful DC 15 Dexterity check. Attempting this check without first melting the ice in and around the padlock imposes disadvantage on the roll
from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
1 minute trying to remove the padlock, doing so with a successful DC 15 Dexterity check. Attempting this check without first melting the ice in and around the padlock imposes disadvantage on the roll
from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane






