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Returning 35 results for 'burning been diffusing circle rules'.
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Warlock of the Fiend
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest). When
Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
. 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
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
scion moves up to its speed and sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 25 Constitution saving throw or lose concentration.
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Orcus
Legacy
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Monsters
Out of the Abyss
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
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
Wizard
Legacy
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Classes
Basic Rules (2014)
circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Layout Map 2.11 depicts a typical Reghed camp, which consists of an inner circle of large tents called the chief’s circle and an outer ring of smaller tents called the warriors’ circle
large tent can accommodate up to eight adults, and a smaller tent can provide shelter for up to five adults. The tents in the inner circle house the clan’s chieftain (or its king or queen), as well as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Layout Map 2.11 depicts a typical Reghed camp, which consists of an inner circle of large tents called the chief’s circle and an outer ring of smaller tents called the warriors’ circle
large tent can accommodate up to eight adults, and a smaller tent can provide shelter for up to five adults. The tents in the inner circle house the clan’s chieftain (or its king or queen), as well as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Layout Map 2.11 depicts a typical Reghed camp, which consists of an inner circle of large tents called the chief’s circle and an outer ring of smaller tents called the warriors’ circle
large tent can accommodate up to eight adults, and a smaller tent can provide shelter for up to five adults. The tents in the inner circle house the clan’s chieftain (or its king or queen), as well as
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to people on the street, they encounter merchants and traditionalists, but they might also find members of the Burning Circle (see “Nature Lovers” below). Each group’s general opinions align with its
wildfire tvhat almost eliminated the young town of Arborean Springs and the surrounding farms and pasturelands. This rampage turned out to be the first of many. Burning Circle. A small group of nature
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to people on the street, they encounter merchants and traditionalists, but they might also find members of the Burning Circle (see “Nature Lovers” below). Each group’s general opinions align with its
wildfire tvhat almost eliminated the young town of Arborean Springs and the surrounding farms and pasturelands. This rampage turned out to be the first of many. Burning Circle. A small group of nature
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to people on the street, they encounter merchants and traditionalists, but they might also find members of the Burning Circle (see “Nature Lovers” below). Each group’s general opinions align with its
wildfire tvhat almost eliminated the young town of Arborean Springs and the surrounding farms and pasturelands. This rampage turned out to be the first of many. Burning Circle. A small group of nature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
. The door to area 22b has a large symbol chiseled into it. (The symbol is Ezzat’s personal sigil, which appears nowhere else in the tower. It is purely decorative.)
A character who examines the circle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
. The door to area 22b has a large symbol chiseled into it. (The symbol is Ezzat’s personal sigil, which appears nowhere else in the tower. It is purely decorative.)
A character who examines the circle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
. The door to area 22b has a large symbol chiseled into it. (The symbol is Ezzat’s personal sigil, which appears nowhere else in the tower. It is purely decorative.)
A character who examines the circle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Druids The druids of the Realms venerate nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. That group of gods
all the gods of the First Circle in their turn, and see them as embodiments of the natural world, which moves in cycles: creation and destruction, waxing and withering, life and death. Thus, Grumbar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Druids The druids of the Realms venerate nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. That group of gods
all the gods of the First Circle in their turn, and see them as embodiments of the natural world, which moves in cycles: creation and destruction, waxing and withering, life and death. Thus, Grumbar






