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Returning 34 results for 'both bare diffusing centered revering'.
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and succeeds on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each
the cleric’s bedchamber opens into a vestibule where the cleric of Umberlee kept her personal belongings. Stone shelves stand against the bare stone walls, and two wooden chests rest in the middle of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets.
A character who
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and succeeds on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each
the cleric’s bedchamber opens into a vestibule where the cleric of Umberlee kept her personal belongings. Stone shelves stand against the bare stone walls, and two wooden chests rest in the middle of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and succeeds on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each
the cleric’s bedchamber opens into a vestibule where the cleric of Umberlee kept her personal belongings. Stone shelves stand against the bare stone walls, and two wooden chests rest in the middle of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets.
A character who
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets.
A character who
into this cabin. Antimagic Crystal. The antimagic crystal creates a 200-foot-radius sphere of antimagic, as in the antimagic field spell, centered on the crystal. While inside the cabin, the crystal’s
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Map 6.3: underground cave View Player Version Bare Stone. This cave looks naturally formed, but the stone has been shaped and smoothed by magic. The cave walls have shelves built
/Day). The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y’demi can see within 15 feet of her. The effect lasts for 1
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Map 6.3: underground cave View Player Version Bare Stone. This cave looks naturally formed, but the stone has been shaped and smoothed by magic. The cave walls have shelves built
/Day). The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y’demi can see within 15 feet of her. The effect lasts for 1
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Map 6.3: underground cave View Player Version Bare Stone. This cave looks naturally formed, but the stone has been shaped and smoothed by magic. The cave walls have shelves built
/Day). The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y’demi can see within 15 feet of her. The effect lasts for 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Bare hooks and pale rectangles mark places on the walls where paintings once hung. Standing in the southwest corner near a single door is a stuffed wolf, its glassy gaze fixed on a stone staircase
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Bare hooks and pale rectangles mark places on the walls where paintings once hung. Standing in the southwest corner near a single door is a stuffed wolf, its glassy gaze fixed on a stone staircase
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Bare hooks and pale rectangles mark places on the walls where paintings once hung. Standing in the southwest corner near a single door is a stuffed wolf, its glassy gaze fixed on a stone staircase
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint
.
Scattered about the room are hundreds of rotting severed feet from countless types of humanoids. All the feet are bare. Despite the horrid wounds that severed the feet, you see no blood anywhere.
Creatures
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint
.
Scattered about the room are hundreds of rotting severed feet from countless types of humanoids. All the feet are bare. Despite the horrid wounds that severed the feet, you see no blood anywhere.
Creatures
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint
.
Scattered about the room are hundreds of rotting severed feet from countless types of humanoids. All the feet are bare. Despite the horrid wounds that severed the feet, you see no blood anywhere.
Creatures
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. A detect magic spell reveals an aura of abjuration magic emanating from these runes. Damaging the case triggers a magical trap that forces each creature in a 15-foot-radius sphere centered on the
contains an L-shaped desk, atop which sits a candlestick and a thick, open ledger. Other furnishings include cushioned chairs and two bare bookshelves.
The ledger on the desk magically tracks all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the brazier. The brazier casts a fireball spell (save DC 15) centered on itself whenever a creature in the room speaks the words “green flame” aloud. Once the brazier has cast this spell, it can’t do so
the following features: The area is split into two levels, with alabaster steps climbing 3 feet to a smaller raised platform overlooking the larger area. The platform is bare except for three golden
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. A detect magic spell reveals an aura of abjuration magic emanating from these runes. Damaging the case triggers a magical trap that forces each creature in a 15-foot-radius sphere centered on the
contains an L-shaped desk, atop which sits a candlestick and a thick, open ledger. Other furnishings include cushioned chairs and two bare bookshelves.
The ledger on the desk magically tracks all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the brazier. The brazier casts a fireball spell (save DC 15) centered on itself whenever a creature in the room speaks the words “green flame” aloud. Once the brazier has cast this spell, it can’t do so
the following features: The area is split into two levels, with alabaster steps climbing 3 feet to a smaller raised platform overlooking the larger area. The platform is bare except for three golden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the brazier. The brazier casts a fireball spell (save DC 15) centered on itself whenever a creature in the room speaks the words “green flame” aloud. Once the brazier has cast this spell, it can’t do so
the following features: The area is split into two levels, with alabaster steps climbing 3 feet to a smaller raised platform overlooking the larger area. The platform is bare except for three golden
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. A detect magic spell reveals an aura of abjuration magic emanating from these runes. Damaging the case triggers a magical trap that forces each creature in a 15-foot-radius sphere centered on the
contains an L-shaped desk, atop which sits a candlestick and a thick, open ledger. Other furnishings include cushioned chairs and two bare bookshelves.
The ledger on the desk magically tracks all
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
a fountain of black fire, stands in the middle of this well-lit room. Bare marble shelves jut from the walls at heights of 10 and 15 feet. Standing against the northwest wall is an iron golem with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
a fountain of black fire, stands in the middle of this well-lit room. Bare marble shelves jut from the walls at heights of 10 and 15 feet. Standing against the northwest wall is an iron golem with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
a fountain of black fire, stands in the middle of this well-lit room. Bare marble shelves jut from the walls at heights of 10 and 15 feet. Standing against the northwest wall is an iron golem with a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the east wall above the counter. A third hook is bare.
When the office is staffed, a visitor can secure an upstairs bed for 5 cp per night (5 sp for a private room). Accommodations can also be
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the east wall above the counter. A third hook is bare.
When the office is staffed, a visitor can secure an upstairs bed for 5 cp per night (5 sp for a private room). Accommodations can also be
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the east wall above the counter. A third hook is bare.
When the office is staffed, a visitor can secure an upstairs bed for 5 cp per night (5 sp for a private room). Accommodations can also be
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced






