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Returning 35 results for 'breaks blocking diffusing composed ranger'.
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Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
foul. The information below is excerpted from Far from the Misty Hills, a treatise on far-flung places in the North, composed by one Aedyn Graymantle, a moon elf ranger who hails from Evereska. In her years of braving the wilds, Aedyn has acted as guide, caravan guard, bodyguard, and trailblazer.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge. When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge. When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inspiration, invention, and knowledge—from Neverwinter’s House of Knowledge. When the characters enter his audience chamber, Lord Neverember is busy discussing politics with his advisers. He breaks off
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
middle. 2nd-Level Characters. If the characters are 2nd level, two stirges clinging to the tunnel ceiling are disturbed if fighting breaks out in this area and join the battle. The stirges ignore the spore
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Characters who know anything about myconids know that myconids don’t dance. If Stool is with the party, it points this out. This group is composed of three myconid adults and five myconid sprouts. Stool
farewell as the myconids resume their dancing. If the characters have shown Rumpadump any kindness, it asks their permission to join the party, especially if Stool is present. At the same time, Sarith breaks
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Characters who know anything about myconids know that myconids don’t dance. If Stool is with the party, it points this out. This group is composed of three myconid adults and five myconid sprouts. Stool
farewell as the myconids resume their dancing. If the characters have shown Rumpadump any kindness, it asks their permission to join the party, especially if Stool is present. At the same time, Sarith breaks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of






