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Returning 35 results for 'both bridge dispelled constructs replica'.
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both bring dispelled construct replicas
both bridge dispelled construct replace
Spells
Player’s Handbook
creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it
Wall of Stone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or
connected panels to collapse at the GM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+ 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
the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, 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
miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
illusory wall can be dispelled with a successful dispel magic spell (DC 14). “Halaster Horrors” Halaster crafted four metal constructs in his likeness, furnishing them with metal helms modeled after his
constructs are helmed horrors armed with metal staffs. They have immunity to cone of cold, disintegrate, and fireball spells. On its turn, a Halaster horror can use its action to make two attacks with its staff, which deals 8 (1d8 + 4) bludgeoning damage on a hit.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
illusory wall can be dispelled with a successful dispel magic spell (DC 14). “Halaster Horrors” Halaster crafted four metal constructs in his likeness, furnishing them with metal helms modeled after his
constructs are helmed horrors armed with metal staffs. They have immunity to cone of cold, disintegrate, and fireball spells. On its turn, a Halaster horror can use its action to make two attacks with its staff, which deals 8 (1d8 + 4) bludgeoning damage on a hit.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
illusory wall can be dispelled with a successful dispel magic spell (DC 14). “Halaster Horrors” Halaster crafted four metal constructs in his likeness, furnishing them with metal helms modeled after his
constructs are helmed horrors armed with metal staffs. They have immunity to cone of cold, disintegrate, and fireball spells. On its turn, a Halaster horror can use its action to make two attacks with its staff, which deals 8 (1d8 + 4) bludgeoning damage on a hit.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and
outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and
outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and
outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater
discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you
and might cause connected panels to collapse at the DM’s discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you
and might cause connected panels to collapse at the DM’s discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spire of Iriolarthas (Y19i-Y19hq) Y19i. Force Bridge A 7-foot-tall, 4-foot-wide window at the north end of area Y19b overlooks a 35-foot-wide gap in the spire’s superstructure. On the far side of
this gap, a similar window opens into the Chamber of Sorcery (area Y19j). Between these windows stretches a magical, invisible 5-foot-wide plane of force that serves as a bridge. (On map 7.3, this bridge
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spire of Iriolarthas (Y19i-Y19hq) Y19i. Force Bridge A 7-foot-tall, 4-foot-wide window at the north end of area Y19b overlooks a 35-foot-wide gap in the spire’s superstructure. On the far side of
this gap, a similar window opens into the Chamber of Sorcery (area Y19j). Between these windows stretches a magical, invisible 5-foot-wide plane of force that serves as a bridge. (On map 7.3, this bridge
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spire of Iriolarthas (Y19i-Y19hq) Y19i. Force Bridge A 7-foot-tall, 4-foot-wide window at the north end of area Y19b overlooks a 35-foot-wide gap in the spire’s superstructure. On the far side of
this gap, a similar window opens into the Chamber of Sorcery (area Y19j). Between these windows stretches a magical, invisible 5-foot-wide plane of force that serves as a bridge. (On map 7.3, this bridge
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic here D3. Lonely Crate At the far end of a broken bridge is a mound of earth barely large enough for one person to stand on. A dented metal crate is partially embedded in the mound.
One of the
malfunctioning ruin grinders hurled this crate to its current resting place when the hydra that’s now in area D5 attacked. A character who examines the broken bridge and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic here D3. Lonely Crate At the far end of a broken bridge is a mound of earth barely large enough for one person to stand on. A dented metal crate is partially embedded in the mound.
One of the
malfunctioning ruin grinders hurled this crate to its current resting place when the hydra that’s now in area D5 attacked. A character who examines the broken bridge and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic here D3. Lonely Crate At the far end of a broken bridge is a mound of earth barely large enough for one person to stand on. A dented metal crate is partially embedded in the mound.
One of the
malfunctioning ruin grinders hurled this crate to its current resting place when the hydra that’s now in area D5 attacked. A character who examines the broken bridge and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whispering through countless lichenous mouths. This effect can’t be dispelled. Improvise how the arrogant god comments on the characters’ situation. Gzemnid always refers to itself in the third
massive breaths.
The modrons continue their march over this impossible mouth, crossing it by creating a bridge made from interlocked, living modron bodies.
The beholder god Gzemnid can see through this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whispering through countless lichenous mouths. This effect can’t be dispelled. Improvise how the arrogant god comments on the characters’ situation. Gzemnid always refers to itself in the third
massive breaths.
The modrons continue their march over this impossible mouth, crossing it by creating a bridge made from interlocked, living modron bodies.
The beholder god Gzemnid can see through this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whispering through countless lichenous mouths. This effect can’t be dispelled. Improvise how the arrogant god comments on the characters’ situation. Gzemnid always refers to itself in the third
massive breaths.
The modrons continue their march over this impossible mouth, crossing it by creating a bridge made from interlocked, living modron bodies.
The beholder god Gzemnid can see through this