Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blowing barren diffusing cast replica'.
Other Suggestions:
blocking barrier diffusing cast replica
billowing burden diffusing cast replace
blazing burden diffusing cast replace
booming barrier diffusing cast replace
billowing barrier diffusing cast replica
Spells
Player’s Handbook
percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic
Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
Leomund's Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
Magic Items
Storm King's Thunder
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds.
As an action, you can cast the
teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location
Oath of the Ancients
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with
, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light
Spells
Elemental Evil Player's Companion
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
hands before ripping out its throat with his teeth.Yeenoghu’s Lair
Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
like trees with blowing leaves made of thinly pressed gold and platinum (worth 2,500 gp and weighing 500 pounds). The full-sized Leomund’s secret chest is worth 5,000 gp. Its smaller replica is worth 50
Lyn Armaal, Levels 5-6 32. Study Sansuri researches new spells and hones her wizardly craft here. Furnishings include a table and a 25-foot-tall wooden cabinet with an arcane lock spell cast on its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
like trees with blowing leaves made of thinly pressed gold and platinum (worth 2,500 gp and weighing 500 pounds). The full-sized Leomund’s secret chest is worth 5,000 gp. Its smaller replica is worth 50
Lyn Armaal, Levels 5-6 32. Study Sansuri researches new spells and hones her wizardly craft here. Furnishings include a table and a 25-foot-tall wooden cabinet with an arcane lock spell cast on its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
like trees with blowing leaves made of thinly pressed gold and platinum (worth 2,500 gp and weighing 500 pounds). The full-sized Leomund’s secret chest is worth 5,000 gp. Its smaller replica is worth 50
Lyn Armaal, Levels 5-6 32. Study Sansuri researches new spells and hones her wizardly craft here. Furnishings include a table and a 25-foot-tall wooden cabinet with an arcane lock spell cast on its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
outside the door to Witch and Light’s wagon, blowing bubbles with his bubble pipe. Burly and Thaco dislike each other, so they don’t fraternize while on guard duty. Appendix D contains additional
successful DC 15 Intelligence (Investigation) check. The compartment is located in a bench and contains a tiny, bejeweled chest worth 50 gp. This chest is a replica of a much larger chest hidden on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
outside the door to Witch and Light’s wagon, blowing bubbles with his bubble pipe. Burly and Thaco dislike each other, so they don’t fraternize while on guard duty. Appendix D contains additional
successful DC 15 Intelligence (Investigation) check. The compartment is located in a bench and contains a tiny, bejeweled chest worth 50 gp. This chest is a replica of a much larger chest hidden on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
outside the door to Witch and Light’s wagon, blowing bubbles with his bubble pipe. Burly and Thaco dislike each other, so they don’t fraternize while on guard duty. Appendix D contains additional
successful DC 15 Intelligence (Investigation) check. The compartment is located in a bench and contains a tiny, bejeweled chest worth 50 gp. This chest is a replica of a much larger chest hidden on the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
cast his spell, the Weave surged and fluctuated. Mystryl, the only one who could mitigate the damage dealt to the Weave, countered Karsus during the spell’s casting by sacrificing herself and tearing
magic eventually returned, Netherese mages could no longer cast their mightiest spells as they had before. The Netherese empire began to crumble. Eventually, the land that once boasted the world’s most
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
cast his spell, the Weave surged and fluctuated. Mystryl, the only one who could mitigate the damage dealt to the Weave, countered Karsus during the spell’s casting by sacrificing herself and tearing
magic eventually returned, Netherese mages could no longer cast their mightiest spells as they had before. The Netherese empire began to crumble. Eventually, the land that once boasted the world’s most
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
cast his spell, the Weave surged and fluctuated. Mystryl, the only one who could mitigate the damage dealt to the Weave, countered Karsus during the spell’s casting by sacrificing herself and tearing
magic eventually returned, Netherese mages could no longer cast their mightiest spells as they had before. The Netherese empire began to crumble. Eventually, the land that once boasted the world’s most
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
after a character draws the Donjon card and disappears. Asteria knows the pain of losing a friend to unjust imprisonment and offers to help. She draws a replica of the teleportation circle inside the
sphere. If the party can find someone able to cast the Teleport spell, they can safely teleport into the sphere. Observatory Assistance. Scholars at a nearby observatory—such as the one described in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The conch measures 2½ feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or
teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The conch measures 2½ feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or
teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The conch measures 2½ feet long and weighs 20 pounds.
As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or
teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.






