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Returning 35 results for 'burning barriers diffusing contained reality'.
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Spells
Player’s Handbook
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Phandelver and Below: The Shattered Obelisk
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
Icewind Dale: Rime of the Frostmaiden
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
Graz'zt
Legacy
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Monsters
Out of the Abyss
glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Wizard
Legacy
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Classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spellcasters to interact with the world’s underlying magical reality. In Arcavios, that fabric is knotted and tangled in some locations, creating a phenomenon called snarls. At these places, spells
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the new political powers of Khorvaire, and the division of Thuranni from Phiarlan embodies that new reality. From his enclave in Regalport (in the Lhazaar Principalities), Baron Elar d’Thuranni rules a
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage after the Temporary Hit Points carries over to the Wizard’s Hit Points. Does the level 14 Illusionist ability let you make something real every round, or just once? Illusory Reality is
the creature, but it has no range restriction. For a Wizard to cast a Ritual spell contained in their spellbook, do they need to read from the book or use it as part of the Ritual? Thanks to the Ritual
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
.
Filthriddens is contained within a cave roughly 100 feet long and 60 feet wide. The characters enter from a natural tunnel along one of the shorter walls, with another tunnel exiting on the opposite side
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Shavarath since the dawn of time, asserting that their struggles are reflected in the balance of good and evil across all reality. Syrania: The Azure Sky. Crystal spires float in a perfect blue sky. Farms
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
something real every round, or just once? Illusory Reality is intended to make one illusory object real per illusion spell. For the Shapechanger feature of the School of Transmutation, does polymorph need
to cast a ritual spell contained in their spellbook, do they need to read from the book or use it as part of the ritual? No. As written, the rule doesn’t require you to read from the book. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
abound, and the cultists keep a fire burning in the hearth. Standing outside the door to the speaker’s office (area C9) is a sadistic little klutz (human cultist) named Thoob, whose job is to serve at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
masks, thus ensuring that no one’s beauty would outshine his own. As he aged, Marlos turned to magic to preserve his fading beauty. After searching for years, he found a ring that contained the stolen
suspicious of the Cult of Howling Hatred. They believe that the air cultists are mercurial, unreliable, and generally out of touch with reality. The earth cultists respect the strength and ferocity of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, having none of the creativity and thoughtfulness of those gods. Phlage, Titan of Burning Wind, was an all-consuming whirlwind of fire, and Skotha, Titan of Eternal Dark, was the utter darkness of
almost certainly don’t imagine Kruphix and Klothys in that role. The other eight deities, the fourth generation, represent the application of abstract principles to the reality of mortal life. For
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
maintain their own battle gear, but ammunition and replacement gear are kept on hand, as well as other nonperishable supplies. Rather than being contained in a building, these items are on wagons
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
burning brightly on it. Mounted above the bed’s headboard is a wooden sun-shaped holy symbol. This is Donavich’s room and contains nothing of value. E5d. Trapdoor Time and neglect have punched holes
downfall (see area E5f). Fortunes of Ravenloft If your card reading reveals that a treasure is in the undercroft, it’s contained in a moldy, old chest in the southwest corner of the room. The chest is unlocked and not trapped.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil — engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or
shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Graz’zt The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture
radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his power. Graz’zt’s lair is a den of ostentation and hedonism. It is
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain in a jar has advantage on saving
prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots): mirror image, misty step
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also
before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly
Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered
. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is






