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Returning 35 results for 'both being diameter continue removing'.
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Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Monsters
Spelljammer: Adventures in Space
shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling
as the leech remains attached to the hull. Removing the leech in this way deals no damage to the leech or the ship.
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
they return to Saltmarsh. The sahuagin are wiped out and their plans destroyed, thus removing the threat to the town and the races living in the area. The lizardfolk return to their home and, though the Saltmarsh militia suffers losses, the area settles down to its former peaceful ways.
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception
, and deal 3 (1d6) damage on a hit. The trap mechanism is under the crystal box and can’t be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Staring out from it is a 1-foot-diameter purple disk inscribed with a black, glaring eye. Looming behind the altar is a 9-foot-tall statue carved in the form of an amorphous, forward-lurching pillar
that reaches out with a dozen clawed human arms. The disk embedded in the altar can be removed by turning it 360 degrees counterclockwise. Removing the disk causes copper coins to spill out from a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20-foot-diameter circle on the floor is a triangle. In the middle of the triangle stands a golden statue of a human boy, his arms raised in victory. (The statue is a wyvern transformed by magic
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinks into the floor, creating an open passage to the tomb (area 35B). The “medallion” worn by the jackal-headed painting is actually a 6-inch-diameter gold disk engraved with the face of a horned devil
hieroglyph on the dial causes the dial to turn, revealing the next symbol in the sequence. The gold medallion is attached to the stone block with sovereign glue, and removing it requires universal
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tuning the Rod Regardless of which side, if any, the characters take in this conflict, the characters must pair the second piece of the Rod of Seven Parts to the working Docent in Ialos to continue
below). Docent Wondrous Item, Rare (Requires Attunement by a Warforged) A Docent is a 2-inch-diameter metal sphere studded with dragonshards. To attune to a Docent, you must embed the item somewhere
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
circular and 300 feet in diameter, is home to a host of creatures that attack the characters in waves: Two gargoyles roost atop a stone mausoleum located 30 feet north of the shadow crossing. The
a curse prevents them from leaving the place. Characters who defeat these creatures are free to continue their exploration of the Shadowfell, having survived their first brush with death in this ghastly realm.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the
caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s magic warps space within the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hundred feet in diameter. Shafts of light cut through the leafy canopy overhead and reflect off thin streams of water that trickle along and between the tree’s gnarled, thick roots.
As you approach the
Eternal Spring is being sullied, tainted by blood lust.” He begs the characters to continue on their journey, which is taking them toward the pool, and do whatever necessary to make the pool pure and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(at the spot marked M on map 19), absently poking it with a short pole while mumbling to itself.
Orb. Near the east wall, a 10-foot-diameter orb of ooze floats 5 feet above the pool. The orb weeps
Ooze but denies knowing anything. Removing Halaster’s geas spell makes the mephit somewhat more helpful but doesn’t change its wicked disposition. In exchange for its newfound freedom, Urm shares the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tents, each ten feet in diameter, are pitched outside a ring of four barrel-topped wagons. A much larger tent stands near the shore of the lake, its sagging form lit from within. Near this tent, eight
insults. Otherwise, the characters are offered flasks of wine and invited to join the reverie. If the characters linger at the camp, continue with “A Vistana’s Tale” below. If they seem in a hurry to leave
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an
most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling that of a snail. It has a single watery eye at one end
leech can to try to scrape it off the hull, doing so with a successful DC 18 Strength check. On a failed check, the action is wasted as the leech remains attached to the hull. Removing the leech in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. The chapel appears dedicated to Vecna, decorated with artwork and symbols in honor of the god of evil secrets. The worshipers, all humanoid, appear exhausted as they continue their chant. As you
make only three claw attacks as part of their multiattack action. Ceremony As long as the worshipers chant, the ceremony fueling the balor’s prison (area 6) remains active. They continue to chant while
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
float about the room, as though weightless.
Fireplace. An immense stone fireplace protrudes from the west wall.
Well. An alcove in the north wall contains a 12-foot-diameter open well. (The well
. The surviving objects continue to float, doing so even if removed from the room. It takes almost no effort to move them, and they sink to the floor under 1 pound or more of additional weight. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
removing, and that the substitute class features contribute to the class’s effectiveness at social interaction, exploration, or combat just as well as those being replaced. Ultimately, a class exists
to help a player express a particular character concept, and any class feature you replace is also removing an aspect of that character. Substituting a class feature should be done only to fit a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone cylinder 10 feet high and 10 feet in diameter, with 6-inch-thick walls. A copper spigot is embedded in the vats on the side facing the nearest wall, at a height of 3 feet. A narrow stone staircase
under the scrutiny of a detect magic spell. Treasure. Each barrel contains 40 gallons of dwarven ale that has been magically preserved for centuries. Removing a barrel’s lid or breaking the barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock this gate.”
Gong. A 3-foot-diameter bronze gong hangs from a sturdy wooden frame anchored to the floor near the west wall. The gong is embossed with carvings of ears of corn. A padded wooden
bland, edible food (hunks of bread and cheese, strips of meat, and dried nuts); an empty tin cup; and a glass carafe containing 1 gallon of water. The items disappear after 1 hour. Removing any of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock
triggers the trap. Rolling Sphere Mechanical trap When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crystal heart pulsates with red light. Above the heart, the stairs continue upward. Have the characters and the Heart of Sorrow roll initiative. If the characters leave the tower and later return, they
succeed automatically. The Heart of Sorrow is a 10-foot-diameter red crystal heart that floats near the top of the tower. Characters standing on the nearby stairs can make melee attacks against the heart






