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                        Returning 30 results for 'cage cause'.
                    
                
                        
                            
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
                                                
                                            
                                                
                                                     version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     (necromancy)
 1st Level
 Cause fear (necromancy)
 2nd Level
 Earthbind (transmutation)
 Mind spike (divination)
 Shadow blade (illusion)
 3rd Level
 Enemies abound (enchantment)
 Summon lesser demons
                                                
                                            
                                                
                                                     (transmutation)
 Mental prison (illusion)
 Scatter (conjuration)
 Soul cage (necromancy)
 7th Level
 Crown of stars (evocation)
 Power word pain (enchantment)
 8th Level
 Maddening darkness (evocation)
 9th Level
 Psychic scream (enchantment)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Locking the Cage Sigilâs portals operate at the Lady of Painâs will, as do the few permanent teleportation circles hidden among the cityâs wards. Her influence stops spells and other features from
                                                
                                            
                                                
                                                     Lady can cause all the cityâs portals to cease functioning. This grinds the city to a halt; food and drink canât enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     (transmutation)
 Shape water (transmutation)
 Thunderclap (evocation)
 Toll the dead (necromancy)
 1st Level
 Absorb elements (abjuration)
 Catapult (transmutation)
 Cause fear (necromancy)
 Earth tremor
                                                
                                            
                                                
                                                    )
 Investiture of wind (transmutation)
 Mental prison (illusion)
 Scatter (conjuration)
 Soul cage (necromancy)
 Tenserâs transformation (transmutation)
 7th Level
 Crown of stars (evocation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                    Viper in the Garden The following sections detail the cause of the disappearances in Excelsior, what information Varrel already has, and other details the characters might gain in their
                                                
                                            
                                                
                                                     sinister and nothing worth more than 5 sp. Terrace. This terrace of blooming lilacs is accessible from Sincerityâs home or by creatures that can reach its 150-foot height. A large cage there holds eight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                      Common Cause  d8 Reasons for Cooperating   1 Cellmates. The characters are prisoners in an Azorius prison, a Gruul camp, or a Rakdos cage. 2 Greater Threat. The characters are fighting each other when a
                                                
                                            
                                                
                                                     of the action in a Ravnica campaign, itâs important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so itâs helpful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
                                                
                                            
                                                
                                                     casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     each other cause havoc in the area where they both live. 
   5  A mercenary band keeps a faerie dragon captive in a cage, forcing the dragon to act as a jester. 
   6  A faerie dragon nests in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
                                                
                                            
                                                
                                                     casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     malodorous ogre with rotting, half-frozen skin and an empty right eye socket. It howls in despair at the sight of you. Another cage holds a pair of nervous goats. The third cage is empty. Leaning against a
                                                
                                            
                                                
                                                    . The zombie has been enslaved and browbeaten by the duergar and does as they command. Inside its cage, it can do no harm to anyone. If they havenât already done so, the duergar from the bunker (area O1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     cave. Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isnât above breaking dishes, hiding tools, startling cows to decrease their milk, or
                                                
                                            
                                                
                                                     hiding a baby in an attic. Although a boggleâs antics might cause distress and unintentional harm, mischiefânot mayhemâis usually the intent. If threatened, a boggle flees rather than stand and fight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     creatures along the bucket chain (in areas 12, 18, and area 34) begin receiving empty buckets. The empty buckets donât immediately cause concern, for shift changes and work breaks are common. But if 15
                                                
                                            
                                                
                                                     hounds are confined in the north cage, three in the south cage. Each cage door is held shut with a simple latch; a creature can use an action to unhook it and open the cage. The hounds are trained to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . 7. Griffon Aviary Haphazardly arranged about this untidy room are five tall wooden cages. Five griffons are kept here, one locked in each cage. The griffons peck and scratch at their cages, and the
                                                
                                            
                                                
                                                     them in area 8. She investigates any such disturbance. The griffons are trained to obey Sansuri and no one else. If an alarm sounds, Sansuri emerges from area 8, uses an action to unlock each cage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggleâs antics might cause distress and unintentional harm, mischief â not mayhem â is usually its intent. If
                                                
                                            
                                                
                                                     to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     that form the beanstalkâs base.
 The tower above is area P51. Zybilnaâs quasit, Iggrik, used a potion from his mistressâs laboratory (area P42) to grow the beanstalk and cause the tower to be lifted to
                                                
                                            
                                                
                                                    . Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     citizens can get a free hot meal. However, some factions donât view this expansion as benevolent. Lhar moves carefully, always looking for like-minded individuals to further his cause. Faction Attire
                                                
                                            
                                                
                                                     Sigil. Secure in the Hall of Records, the Fated cement their role as the tax collectors of the Cage. Their ruthless debt collection efforts and aggressive foreclosures earn them a heaping share of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    . Beneath their placid veneer, however, some prisoners seek to cause ruin and strife, such as the conniving burgomaster, who shelters secrets of his own. Others just want to be left alone. CoupleOfKooks
                                                
                                            
                                                
                                                     burgomasterâs residence is a chamber of horrors dedicated to chastisement and correction. From the outside, the three-story manor looks like an elaborate, menacing cage. A reddish glow emanates from a pair of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     approach too close, however, lest you stumble into the invisible barrier â a âforce cage,â I am told â that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
                                                
                                            
                                                
                                                     entombed with their former owner. Now they hang in the air beyond the invisible force cage in rough semblance of their natural position, occasionally displaced temporarily by strong winds or mischievous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     them elicit it. Sensory Stone Sensations  d6 Experience   1â2 Fear 3â4 Joy 5â6 Serenity  Fear. A character can cause fear in a passing commoner with a successful DC 15 Charisma (Intimidation) check
                                                
                                            
                                                
                                                     Plane world known as Mystara. Hurled into the Cage after a failed mission on their home world, Farrow has since acclimated to the City of Doors and put their talents to use. They have curly white hair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     headquartered in the Lower Ward: Athar. From the ruins of the Shattered Temple, the Athar keep tabs on the temples and god worshipers of the Cage, ensuring none of them grow too powerful. Propaganda
                                                
                                            
                                                
                                                     the Cage. Ring Givers. An up-and-coming faction, the Ring Givers are still finding their place in Sigil. Having recently sold their previous headquarters, a sprawling palace in the affluent Ladyâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     holy tomes that crumble when opened. B5: Treasure Room of Gorm In the center of this room stands a ten-foot-tall cage. Within the cage, a pile of coins and gems sparkles beneath a gigantic, droning
                                                
                                            
                                                
                                                     beehive.
 The locked cage holds what little treasure the Guardians of Gorm have accumulated. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm canât be avoided when the trap goes off. Delay. Some traps are designed to slow
                                                
                                            
                                                
                                                     trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the well that supplies the water has stopped working. Characters who peer into the well can see that it is filled with calm water almost to the brim. Bavlorna doesnât know it, but the cause of the
                                                
                                            
                                                
                                                    , rendering it mildly acidicânot enough to cause damage, but enough to make oneâs skin tingle uncomfortably. A character who experiences this tingling can, with a successful DC 15 Intelligence (Nature) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     down food. Vomiting hill giants are seen as vessels of a message from Grolantor. The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A
                                                
                                            
                                                
                                                    . On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant canât use the same effect two rounds in a row: The giant creates a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     donât leave this room, and they ignore orders that would cause them to do so. Guards. This room is part of the guard rotation. Roll to determine if a guard is present (as described in âInterior Security
                                                
                                            
                                                
                                                     and feathers. Chirps, grunts, and howls fill the air.
 Cages. Each cage has a door held shut by a rudimentary latch. One contains exotic birds. Another holds two giant lizards and six flying snakes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
                                                
                                            
                                                
                                                    , when read by anyone other than Tarul Var, cause the page to explode. The runes can be neutralized by using dispel magic on the box or the page. Alternatively, a character who makes a successful DC 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     Sinkers. When it comes to providing the quality and number of armaments required by organized forces and other factions in the Cage, the Doomguard is unmatched. Fraternity of Order. Consisting of
                                                
                                            
                                                
                                                     sourced from among the faithful cause their numbers to dwindle. Intent on improving their reputation and converting new members to their sinister fold, the fanatics of the Infinite Well don insincere smiles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     the party will cause her to fulfill her obligation as quickly as possible and depart. By contrast, she might strike up a long-term friendship with a party of good-aligned characters. Treasure. The
                                                
                                            
                                                
                                                    , and utensils are scattered about in all the nooks that lead away from the firepit. Amid heaps of foodstuffs to the north are four human captives (commoners) in a cage, being saved for a feast. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     before sending them through planar portals to distant burial grounds, faraway family crypts, or elemental planes for storage or cremation. The funerary process often uncovers a creatureâs cause of death
                                                
                                            
                                                
                                                    â tireless work of processing Sigilâs dead Parakk Pest In the Cage, rat catching is a family business. Over the years, Parakk Pest has become a household name in the City of Doors. The tiered shack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , next to a large wooden cage containing a rust monster. Along the walls are piles of broken and rusted helmets, shields, and weapons. Hanging from hooks on the back wall are three mannequins made of
                                                
                                            
                                                
                                                     mannequins for target practice. The bathtub, which he has converted into a bed, is padded with straw and mangy furs. Wooden Cage. A simple latch holds the cage door shut. The rust monster canât harm
                                                
                                            
                                        






