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Returning 35 results for 'broad blessed diffusing casting resort'.
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Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
Monsters
Strixhaven: A Curriculum of Chaos
a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw
magic.
Lorehold Scholars
The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
.
Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
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->Eberron: Rising from the Last War
resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices. Skyway Tain Manor Sharn’s social life revolves around the ir’Tain family. The monthly Tain Gala is the
be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool. Blackbones The Red Hammer The Red Hammer is Sharn’s only inn maintained by and for warforged. It offers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices. Skyway Tain Manor Sharn’s social life revolves around the ir’Tain family. The monthly Tain Gala is the
be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool. Blackbones The Red Hammer The Red Hammer is Sharn’s only inn maintained by and for warforged. It offers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices. Skyway Tain Manor Sharn’s social life revolves around the ir’Tain family. The monthly Tain Gala is the
be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool. Blackbones The Red Hammer The Red Hammer is Sharn’s only inn maintained by and for warforged. It offers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and
involved in casting the spell can’t have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and
other pechs are within 30 feet of it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and
other pechs are within 30 feet of it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and
other pechs are within 30 feet of it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and
involved in casting the spell can’t have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and
involved in casting the spell can’t have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, without which Netheril would collapse into ruin. In −339 DR, four years after the fall of Ythryn, the empire’s most powerful arcanist, Karsus, attempted to neutralize the phaerimm threat by casting a
spell of unparalleled power that would enable him to replace Mystryl as the god of magic, giving him absolute control over the Weave. Mystryl countered Karsus at a key moment during the casting of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, without which Netheril would collapse into ruin. In −339 DR, four years after the fall of Ythryn, the empire’s most powerful arcanist, Karsus, attempted to neutralize the phaerimm threat by casting a
spell of unparalleled power that would enable him to replace Mystryl as the god of magic, giving him absolute control over the Weave. Mystryl countered Karsus at a key moment during the casting of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, without which Netheril would collapse into ruin. In −339 DR, four years after the fall of Ythryn, the empire’s most powerful arcanist, Karsus, attempted to neutralize the phaerimm threat by casting a
spell of unparalleled power that would enable him to replace Mystryl as the god of magic, giving him absolute control over the Weave. Mystryl countered Karsus at a key moment during the casting of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Eye in the Sky The Mages of High Sorcery harness the magical power of the three moons of Krynn: Solinari the White, Lunitari the Red, and Nuitari the Black. Those blessed by the moons might show
. Doors circle the room. The light of the moons cascades through broad windows high above. At the center of the room stands a serene-looking woman with long, gray hair and red robes. She nods as you enter
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Eye in the Sky The Mages of High Sorcery harness the magical power of the three moons of Krynn: Solinari the White, Lunitari the Red, and Nuitari the Black. Those blessed by the moons might show
. Doors circle the room. The light of the moons cascades through broad windows high above. At the center of the room stands a serene-looking woman with long, gray hair and red robes. She nods as you enter
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Eye in the Sky The Mages of High Sorcery harness the magical power of the three moons of Krynn: Solinari the White, Lunitari the Red, and Nuitari the Black. Those blessed by the moons might show
. Doors circle the room. The light of the moons cascades through broad windows high above. At the center of the room stands a serene-looking woman with long, gray hair and red robes. She nods as you enter
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
pool. A thundering spray of water fills this chamber, pooling and flowing out to join a larger river to the north. The air is damp, and the roar of the waterfall is deafening. A broad ledge heads north
her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Nightscale doesn’t resort to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
effect on itself on a successful save. Fey Reinforcements 11th-level Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in
to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
effect on itself on a successful save. Fey Reinforcements 11th-level Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in
to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
effect on itself on a successful save. Fey Reinforcements 11th-level Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in
to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that






