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Returning 35 results for 'brutal barriers diffusing casting replaced'.
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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
structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile
Barbarian
Legacy
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Classes
Basic Rules (2014)
the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Path Feature
4
+3
Monsters
The Wild Beyond the Witchlight
save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks):
At will: fire bolt, invisibility (after casting, roll a d8;{"diceNotation":"1d8
that the work gave him a sliver of joy. When the old keeper died years later, Naeryx replaced him.
The wealthy family that owned the clock tower didn’t pay Naeryx a lot of money for his work
Monsters
Mordenkainen's Fiendish Folio Volume 1
, chaotic, and temperamental nature they all share. When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
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->Basic Rules (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Poison and Disease 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Instrument of the Bards (p. 176) The final paragraph is replaced with the following: “You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Instrument of the Bards (p. 176) The final paragraph is replaced with the following: “You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Instrument of the Bards (p. 176) The final paragraph is replaced with the following: “You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others to his will.
3 The party runs afoul of the city watch and learns that their captain has been replaced by a devil who’s transforming them into a brutal force.
4 People are being
replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire’s House of Wax. A party member is the next target.
5 A crusader hunting the Red Death
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others to his will.
3 The party runs afoul of the city watch and learns that their captain has been replaced by a devil who’s transforming them into a brutal force.
4 People are being
replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire’s House of Wax. A party member is the next target.
5 A crusader hunting the Red Death
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others to his will.
3 The party runs afoul of the city watch and learns that their captain has been replaced by a devil who’s transforming them into a brutal force.
4 People are being
replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire’s House of Wax. A party member is the next target.
5 A crusader hunting the Red Death
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Class 2nd Warp sense Divination Sorcerer, warlock, wizard 4th Gate seal Abjuration Sorcerer, warlock, wizard Gate Seal 4th-Level Abjuration Casting Time: 1 minute Range: 60 feet Components: V, S, M
you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. Warp Sense 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a razorvine






