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Spells
Player’s Handbook
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If
Fabricate
Legacy
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Spells
Basic Rules (2014)
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw
Monsters
Curse of Strahd
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large
or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large
or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arcane Portals The crew of the Lambent Zenith used the magic contained within the rod piece to create portals through which the ship could travel across the multiverse with ease. However, when the
(starboard segment; area Z10) 4 Grell nest (starboard segment; area Z11) 5 Study (starboard segment; area Z13) 6 Bridge (prow segment; area Z17)
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
trying to remove its eye gems, which are purely decorative and worthless), who damages the bridge, or who passes the shrine without making the proper obeisance to Ubtao. The required homage involves
Ataaz Muhahah Shown in map 2.2, Ataaz Muhahah (“Laughing Gorge”) is a gaping chasm crossed by an ancient stone span called the Monkey Bridge. The structure got its name from the monkeys that perch on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a separate cloud and connected to the main keep by a stone bridge, the gatehouse is where Sansuri’s castellan customarily greets visitors before leading them to the countess’s audience chamber (area 1
). Battlements surround the gatehouse’s arrival platform and the bridge. On either side of the door, a short flight of steps leads up to a stone enclosure that contains an unmanned ballista. Two air
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
arrowheads. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell worth 1 cp each. 20A. Behind the columns along the east wall is a bronze door barred
shut with a pitted copper bar so that it can’t be opened from the outside. From inside this room, one has merely to remove the bar.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
folk and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Whenever you tell a lie, you lose the ability to speak for 1d8 hours. A remove curse spell or similar magic is usually enough to end a Fey curse on a creature, but some Fey curses are tenacious and
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Shrine to Lolth A steep rope bridge leads from the walkway ledge to the uppermost level of the largest hanging tower, called the priestess’s tower. The floor of this circular chamber is covered by
on checks to detect the possessor of the stones. The curse lasts until all the stones are given into the safekeeping of a drow worshiper of Lolth or the gems are subject to a remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
38. Barred Pit The walls of the passage glow magenta, bathing the corridor with a ghastly hue. After fifteen feet, the floor drops away to a pit that fills the hallway ahead. The pit is twenty-five
scattering of broken, rotting wooden planks.
Bridge of Bars. A character can attempt to cross this pit by leaping from one bar to the next. There are a total of eight bars and 45 feet of pit. Moving across
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5.
Round 8. The orcs in area 14 arrive
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade
-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be found are contained in Arcturia’s personal spellbook, which magically changes its appearance each dawn. When first discovered, it has black crystal covers and gold-leaf pages engraved with
phylactery. The phylactery does not detect as magical. If the characters remove the phylactery from this room, the demonic pedestal in area 40b transforms into a nalfeshnee and attacks them. Destroying
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
corner of the room. Within this dark chasm, worms pursue the fleeing forms of naked people.
In the south corner of the room on the eastern wall is a barred door.
The light in the ceiling comes from
knows. Forgotten spells can be prepared again. Dispel magic doesn’t remove this effect, but remove curse or greater restoration can. Pit of the Worms. Any character who enters this region must succeed on a DC 15 Wisdom saving throw or be affected as if by a fear spell.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
invitations and hands one to each character. Each invitation is contained in a pale-blue envelope that is cool to the touch and smells like a crisp winter morning. The invitations read as follows: Zorhanna
before. All her warmth is gone. When I look into her eyes, I see a cold and spiteful woman staring back at me.
“I want you to steal the necklace, which Zorhanna now refuses to remove. I can’t safely do
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
Bridge The stairs on each side of the canal climb 10 feet from the quays, so the bridge is 15 feet above the water level. A stone bridge spans the canal in a single elegant arch. Steps on each side
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
cliff — requiring a successful DC 15 Strength (Athletics) check — and toss down the ladder, the characters can proceed. Otherwise, they lose a day’s travel finding another route. If the characters remove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of dwarf warriors in plate armor. Crumbling Bridges. The bridges connect area V4 to adamantine doors that seal off areas V6, V7, and V8. The eastern half of the northern bridge and the western half of
the southern bridge are unstable. Either bridge collapses if more than 150 pounds of weight is applied to it. A creature standing on a section of bridge when it collapses must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gate consists of a pair of iron-reinforced wooden doors that can be barred from the inside. These heavy doors are backed by a massive portcullis of iron bars. A very small child might be able to
squeeze between the bars, but not a youth or even an adult halfling. The city’s portcullises are usually left open even when the gates are closed. Each gate is contained within a small gatehouse flanked by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
stone walls. The other end of the tunnel is barred shut.
Four rosy-cheeked humans in grimy baker’s attire sit at the table, sipping tea with pinkies extended.
Four Cakers—chaotic evil, human thugs
(see Morte’s Planar Parade). Casting greater restoration, remove curse, or a similar spell on the target before this transformation completes ends the curse and undoes its effects. Cursed Cakers The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Metalworks Confrontation The metalworks looks abandoned, and no employees are on site. Map 4.2 represents the structure. A double door is barred from inside, but Itzmin left a smaller door unlocked
not absolute and deduces that magic might disrupt that control. If Serapio is targeted by a lesser restoration or remove curse spell, the tlacatecolo is forced to leave his body for 5 minutes. During
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
covered with strangling vines that render the treant sluggish and distant. A Remove Curse spell or similar effect causes the blighted vines around Abalahin to dissolve. Once the vines are gone, Abalahin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Star Forge Locations These locations are keyed to the map. Dyson Logos Map: Star Forge View Player Version 1: Broken Bridge Crumbling piers and shattered bits of arches are all that remain of this
broken stone bridge.
When the characters reach the bridge, three apparitions of acidic mist float up from the lake below to meet the party. The apparitions are vaguely human-shaped and are hostile
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
mottled with patches of brilliant blue, and matching blue eyes.
Quote: “Academy accounts payable, Sor’kur speaking, please hold.”
Bridge Quarters Security Level: Gold (Bridge Rank) Only These opulent
chambers are home to the Bridge—the high-ranking officers who run Spelljammer Academy. In addition to the officers’ quarters, this level contains a private banqueting chamber, a library of spellbooks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Earth Temple B1. Gargoyle Chasm The passage leads to a subterranean chasm spanned by a zigzagging, ten-foot-wide stone bridge without railings. The bridge links tunnels leading north and
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
shelves each hold eight potions in vials (see “Treasure” below). Any character who has a passive Wisdom (Perception) score of 18 or higher notices the shelves are precariously balanced. To safely remove a
invisible stalker. The invisible stalker doesn’t reveal its presence or attack immediately, waiting to do so until the characters either remove a book from the room or try to cross the spiked pit in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in more detail, with additional information contained in the “Ironslag: General Features” sidebar. The Yakfolk Village Roster tables and the Forge Roster table summarize the hostile inhabitants of
doors to the village are barred from within, so the characters must either announce their arrival or find a way to circumvent the walls. The yakfolk don’t post guards and rarely leave their huts. The






