Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'buildings being diffusing completely returns'.
Other Suggestions:
building being diffusing complete returns
buildings being diffusing completed returner
buildings being diffusing completely returner
building being diffusing completely returns
buildings being diffusing complete returns
Spells
Player’s Handbook
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell
ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
An Orzhov banker financed my laboratory’s current work and expects great returns.
8
I have a cousin in the Cult of Rakdos, and we get along quite well.
9
A former attendant from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ishau The coastal settlement of Ishau sank into the sea. Now, the village’s stone buildings sit completely underwater in Refuge Bay, a few miles from shore. Hunter sharks and reef sharks glide among
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ishau The coastal settlement of Ishau sank into the sea. Now, the village’s stone buildings sit completely underwater in Refuge Bay, a few miles from shore. Hunter sharks and reef sharks glide among
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ishau The coastal settlement of Ishau sank into the sea. Now, the village’s stone buildings sit completely underwater in Refuge Bay, a few miles from shore. Hunter sharks and reef sharks glide among
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ruin thousands of years ago and is now surrounded by sand dunes that partially bury its outer walls and buildings. No structures on the surface aside from the mastaba remain completely intact. This
city that has long fallen to ruin. Scoured husks of once-magnificent stone buildings jut out of the desert like rotted teeth. Emerging from under the smothering sands, the remnants of ancient streets
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
second- and third-floor ceilings are 30 feet high. Many students employ deep concentration
techniques to help them tackle
their rigorous class schedules Magic Stairs. As in all Strixhaven buildings
for first-year students, and for apprentices, pledgemages, and professors from the different colleges. STRIXHAVEN ACCESSIBILITY
The buildings on campus feature magic steps and staircases that respond
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
second- and third-floor ceilings are 30 feet high. Many students employ deep concentration
techniques to help them tackle
their rigorous class schedules Magic Stairs. As in all Strixhaven buildings
for first-year students, and for apprentices, pledgemages, and professors from the different colleges. STRIXHAVEN ACCESSIBILITY
The buildings on campus feature magic steps and staircases that respond
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
second- and third-floor ceilings are 30 feet high. Many students employ deep concentration
techniques to help them tackle
their rigorous class schedules Magic Stairs. As in all Strixhaven buildings
for first-year students, and for apprentices, pledgemages, and professors from the different colleges. STRIXHAVEN ACCESSIBILITY
The buildings on campus feature magic steps and staircases that respond
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
buildings become unlivable, new ones are built atop them, and the tangle of structures is four or five stories deep in some places. Many of the lower structures are completely walled off from the
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
buildings become unlivable, new ones are built atop them, and the tangle of structures is four or five stories deep in some places. Many of the lower structures are completely walled off from the
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
Compendium
- Sources->Dungeons & Dragons->Stranger Things
completely different. The Upside Down is a cold, dark place. It’s always night there, and the air is always cold (like just before a snow storm). You never feel warm in the Upside Down. Also, characters get
Upside Down touch each other, the Upside Down looks like our world — the same buildings, trees, and other structures — but they’re always broken and ruined. These are the places where you can cross
Compendium
- Sources->Dungeons & Dragons->Stranger Things
completely different. The Upside Down is a cold, dark place. It’s always night there, and the air is always cold (like just before a snow storm). You never feel warm in the Upside Down. Also, characters get
Upside Down touch each other, the Upside Down looks like our world — the same buildings, trees, and other structures — but they’re always broken and ruined. These are the places where you can cross
Compendium
- Sources->Dungeons & Dragons->Stranger Things
completely different. The Upside Down is a cold, dark place. It’s always night there, and the air is always cold (like just before a snow storm). You never feel warm in the Upside Down. Also, characters get
Upside Down touch each other, the Upside Down looks like our world — the same buildings, trees, and other structures — but they’re always broken and ruined. These are the places where you can cross
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
buildings become unlivable, new ones are built atop them, and the tangle of structures is four or five stories deep in some places. Many of the lower structures are completely walled off from the
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
completely different paths for adventurers to follow when investigating the creature and ensuring nothing like it ever returns to be a menace again.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
completely different paths for adventurers to follow when investigating the creature and ensuring nothing like it ever returns to be a menace again.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
completely different paths for adventurers to follow when investigating the creature and ensuring nothing like it ever returns to be a menace again.
Magic Items
Keys from the Golden Vault
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
banished using magic such as the dispel evil and good spell. The banished spirit returns to the book.
Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Soth’s Ascent As the party gets clear of the tower, read the following text: You find yourself amid disaster as ragged stone islands and crumbling buildings rise into the sky. Chaos confounds the
returns, and the two circle this blazing flying citadel.
This temple rising into the sky is the Bastion of Takhisis. Cataclysmic flame has awoken the dead dragons beneath the citadel, and their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and its outbuildings, they discover that the tracks have been completely obscured. If the characters wait until morning to set out, they find a set of fresh footprints left behind by a lone duergar
scout. This duergar didn’t enter any buildings, but simply looked around the village before leaving close to morning. Following the footprints leads to a different set of tracks, which were made by an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and its outbuildings, they discover that the tracks have been completely obscured. If the characters wait until morning to set out, they find a set of fresh footprints left behind by a lone duergar
scout. This duergar didn’t enter any buildings, but simply looked around the village before leaving close to morning. Following the footprints leads to a different set of tracks, which were made by an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and its outbuildings, they discover that the tracks have been completely obscured. If the characters wait until morning to set out, they find a set of fresh footprints left behind by a lone duergar
scout. This duergar didn’t enter any buildings, but simply looked around the village before leaving close to morning. Following the footprints leads to a different set of tracks, which were made by an
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Soth’s Ascent As the party gets clear of the tower, read the following text: You find yourself amid disaster as ragged stone islands and crumbling buildings rise into the sky. Chaos confounds the
returns, and the two circle this blazing flying citadel.
This temple rising into the sky is the Bastion of Takhisis. Cataclysmic flame has awoken the dead dragons beneath the citadel, and their
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Soth’s Ascent As the party gets clear of the tower, read the following text: You find yourself amid disaster as ragged stone islands and crumbling buildings rise into the sky. Chaos confounds the
returns, and the two circle this blazing flying citadel.
This temple rising into the sky is the Bastion of Takhisis. Cataclysmic flame has awoken the dead dragons beneath the citadel, and their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends. Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels






