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Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Forcecage
Legacy
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Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
14: Nature’s Sanctuary As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Actions
Multiattack. The gargoyle makes two Claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Gelatinous Cube Large Ooze, Unaligned
AC 6 Initiative −4
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
around you sounds out with the roar of battle. Beyond the doors, armies fight under a blood-red sky that has an iron cube floating in it like a huge, distant moon. Clouds of ash suddenly fly out of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1: Arcane Recovery You can regain some of your magical
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->Player’s Handbook
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
condition. As an action, a creature Restrained by the webs can try to escape from them, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.
Each 5-foot Cube of webs
gloomy reflection of the dungeon that borders the Vale of Shadows. Though its chambers mirror the areas above, their contents differ, distorted by the eerie realm they border.
Finding Flizzlebin To
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The exit to the south has a white gate that connects with the Forest of Recovery. 72. Ooze Duel This cavern bears minor signs of multiple combats.
Creatures. One Red Wizard transmuter (see appendix
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and






