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Returning 35 results for 'bubbling blocks diffusing casting rope'.
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Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
Monsters
Guildmasters’ Guide to Ravnica
trees must be Large or bigger.Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.
Constrict. Melee Weapon Attack: +11
). Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened tree;awakened trees (see the Monster Manual for their stat blocks) for 1 minute or
Arcane Gate
Legacy
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Spells
Player’s Handbook (2014)
circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional
that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she
Monsters
Icewind Dale: Rime of the Frostmaiden
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
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
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
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tasha’s Bubbling Cauldron Level 6 Conjuration (Warlock, Wizard) Casting Time: Action
Range: 5 feet
Component: V, S, M (a gilded ladle worth 500+ GP)
Duration: 10 minutes
You conjure a claw
-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tasha’s Bubbling Cauldron Level 6 Conjuration (Warlock, Wizard) Casting Time: Action
Range: 5 feet
Component: V, S, M (a gilded ladle worth 500+ GP)
Duration: 10 minutes
You conjure a claw
-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tasha’s Bubbling Cauldron Level 6 Conjuration (Warlock, Wizard) Casting Time: Action
Range: 5 feet
Component: V, S, M (a gilded ladle worth 500+ GP)
Duration: 10 minutes
You conjure a claw
-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this tactic, he has the hallucinatory terrain spell prepared instead of Evard’s black tentacles, seeming instead of cloudkill, and rope trick instead of alter self. 8a. False Impasse Thanks to Orl’s
hallucinatory terrain spell, this 20-foot-high cavern appears to be filled from wall to wall with a pool of bubbling acid. The caustic scent of the acid seems real to any creature that approaches this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this tactic, he has the hallucinatory terrain spell prepared instead of Evard’s black tentacles, seeming instead of cloudkill, and rope trick instead of alter self. 8a. False Impasse Thanks to Orl’s
hallucinatory terrain spell, this 20-foot-high cavern appears to be filled from wall to wall with a pool of bubbling acid. The caustic scent of the acid seems real to any creature that approaches this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this tactic, he has the hallucinatory terrain spell prepared instead of Evard’s black tentacles, seeming instead of cloudkill, and rope trick instead of alter self. 8a. False Impasse Thanks to Orl’s
hallucinatory terrain spell, this 20-foot-high cavern appears to be filled from wall to wall with a pool of bubbling acid. The caustic scent of the acid seems real to any creature that approaches this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rope Trick 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour You touch a length of rope that is
up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rope Trick 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour You touch a length of rope that is
up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rope Trick 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour You touch a length of rope that is
up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional
Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Snare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a
circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Snare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a
circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Snare 1st-level abjuration Casting Time: 1 minute Range: Touch Components: S, M (25 feet of rope, which the spell consumes) Duration: 8 hours As you cast this spell, you use the rope to create a
circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope
of hempen rope strapped to the side of it. Entertainer's Pack (40 gp) Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. Explorer's Pack (10 gp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope
of hempen rope strapped to the side of it. Entertainer's Pack (40 gp) Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. Explorer's Pack (10 gp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope
of hempen rope strapped to the side of it. Entertainer's Pack (40 gp) Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. Explorer's Pack (10 gp
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
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->D&D Beyond Basic Rules
Finger of Death Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Creature Stat Blocks”) that follows your verbal orders.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Finger of Death Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Creature Stat Blocks”) that follows your verbal orders.






