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Returning 35 results for 'bottom bare diffusing casting religion'.
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Guards and Wards
Legacy
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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 creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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 creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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 creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
face. Dwarves immediately recognize Vergadain’s likeness, while other characters can determine its identity with a successful DC 15 Intelligence (Religion) check. Its eyes are glittering black
are teleported to the bottom of the pit in area 31. Treasure. The two black sapphires embedded in the golem’s eyes are worth 5,000 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
face. Dwarves immediately recognize Vergadain’s likeness, while other characters can determine its identity with a successful DC 15 Intelligence (Religion) check. Its eyes are glittering black
are teleported to the bottom of the pit in area 31. Treasure. The two black sapphires embedded in the golem’s eyes are worth 5,000 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
face. Dwarves immediately recognize Vergadain’s likeness, while other characters can determine its identity with a successful DC 15 Intelligence (Religion) check. Its eyes are glittering black
are teleported to the bottom of the pit in area 31. Treasure. The two black sapphires embedded in the golem’s eyes are worth 5,000 gp each.
Goblin
Legacy
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Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. Closer inspection reveals that the object is a cast-iron mold for smelting metal ingots. The hinged covers form the top and bottom halves of an ingot mold last used by duergar long ago. One side
forge, cold and dark for centuries. Bare iron hooks line the walls, the floor is strewn with rubble, and the door to area 25a has been smashed. If you haven’t done so in a while, remind the players
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. Closer inspection reveals that the object is a cast-iron mold for smelting metal ingots. The hinged covers form the top and bottom halves of an ingot mold last used by duergar long ago. One side
forge, cold and dark for centuries. Bare iron hooks line the walls, the floor is strewn with rubble, and the door to area 25a has been smashed. If you haven’t done so in a while, remind the players
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
with workshops where he engages in crafting. Guest Quarters The guest quarters appear bare until a visitor chooses a room. The next time that room is entered, it is fully furnished according to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
with workshops where he engages in crafting. Guest Quarters The guest quarters appear bare until a visitor chooses a room. The next time that room is entered, it is fully furnished according to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
with workshops where he engages in crafting. Guest Quarters The guest quarters appear bare until a visitor chooses a room. The next time that room is entered, it is fully furnished according to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. Closer inspection reveals that the object is a cast-iron mold for smelting metal ingots. The hinged covers form the top and bottom halves of an ingot mold last used by duergar long ago. One side
forge, cold and dark for centuries. Bare iron hooks line the walls, the floor is strewn with rubble, and the door to area 25a has been smashed. If you haven’t done so in a while, remind the players
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
heaped in a corner.
Empty Vestry. The smaller room to the north has bare hooks on the walls. (This is where the tapestries used to hang, until the werebats tore them down.)
Treasure. Each torn
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
heaped in a corner.
Empty Vestry. The smaller room to the north has bare hooks on the walls. (This is where the tapestries used to hang, until the werebats tore them down.)
Treasure. Each torn
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
heaped in a corner.
Empty Vestry. The smaller room to the north has bare hooks on the walls. (This is where the tapestries used to hang, until the werebats tore them down.)
Treasure. Each torn
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
magic surrounding the obelisk, and the goblinoids believe (incorrectly) that Xanathar can see through the obelisk’s eye to keep watch on them. The first character to touch the obelisk with a bare hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
magic surrounding the obelisk, and the goblinoids believe (incorrectly) that Xanathar can see through the obelisk’s eye to keep watch on them. The first character to touch the obelisk with a bare hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
magic surrounding the obelisk, and the goblinoids believe (incorrectly) that Xanathar can see through the obelisk’s eye to keep watch on them. The first character to touch the obelisk with a bare hand






