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                        Returning 35 results for 'cantrip wall remove'.
                    
                
                        
                            
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                                        cantrip wall removed
                                    
                                
                                    
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                                        cantrip wall resolve
                                    
                                
                                    
                                        cantrips walk remove
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    );holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
                                                
                                            
                                                
                                                     following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): lightning boltMultiattack. Trenzia uses
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     invisibility, polymorph
5th level (2 slots): animate objects, wall of force
6th level (1 slot): create undead, flesh to stone
7th level (1 slot): finger of death
Legendary Resistance (3/Day). If Muiral fails
                                                
                                            
                                                
                                                     at the end of another creature's turn. Muiral regains spent legendary actions at the start of his turn.
Cast Cantrip. Muiral casts a cantrip.
Lunging Attack (Costs 2 Actions). Muiral makes one
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, polymorph, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
                                                
                                            
                                                
                                                     cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ): freedom of movement, Mordenkainen's faithful hound
5th level (2 slots): animate objects, wall of force
Warforged Resilience. The Lord of Blades has advantage on saving throws against being poisoned, is
                                                
                                            
                                                
                                                    , reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    , fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
                                                
                                            
                                                
                                                     option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.
Cantrip. Niv-Mizzet casts one of his cantrips
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    ","rollDamageType":"necrotic"} necrotic damage. If the target is a Humanoid, it must succeed on a DC 16 Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 16):
1/day each: dispel magic, wall of stone
Terrifying Litany (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Terrifying Litany"}. Wersten
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
                                                
                                            
                                                
                                                     blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
                                                
                                            
                                                
                                                     surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , fireball, fly
4th level (3 slots): banishment, fire shield
5th level (2 slots): Bigby's hand, Rary's telepathic bondFire Bolt (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to
                                                
                                            
                                                
                                                     charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long
                                                
                                            
                                                
                                                    , 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    : cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Wave Touch","rollDamageType":"cold"} cold damage.
Ray of Frost (Cantrip). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ray of
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    : detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stoneMultiattack. Diderius can use his Dreadful Glare and makes one attack with his rotting fist
                                                
                                            
                                                
                                                     dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.
Dawn. This card invigorates you. For
                                                
                                            
                                                
                                                     energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     slot level above 3rd.
Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 9 (2d8
                                                
                                            
                                                
                                                    ’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    , hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
                                                
                                            
                                                
                                                     has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
                                                
                                            
                                                
                                                     somatic or material components to cast its spells. The priest has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots
                                                
                                            
                                        
                                                    Flameskull
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is
                                                
                                            
                                                
                                                    . The flameskull has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall
                                                
                                            
                                                
                                                     is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up
                                                
                                            
                                                
                                                     to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save
                                                
                                            
                                        
                                                    Oinoloth
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
                                                
                                            
                                                
                                                     the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
                                                
                                            
                                                
                                                     that the gears of society turn smoothly and quietly. (Lawful)
3
Peace. The ultimate object of the law is to remove violence from society. (Good)
4
Compliance. Coercion is a fine
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    .)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
                                                
                                            
                                                
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt, 
                                                
                                            
                                                
                                                    ;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall, 
                                                
                                            
                                                
                                                    ;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
                                                
                                            
                                                
                                                    2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    17. Magical Secret Door This entrance to the remainder of the tomb is on the wall adjoining the stairway that leads down. It can be found by mundane means, requiring a successful DC 20 Wisdom
                                                
                                            
                                                
                                                     aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     come stomping down a corridor toward them at any time, smashing through any doors in its path. Or it could burrow through a wall to reach the characters, exploding forth in a hail of stone fragments. If
                                                
                                            
                                                
                                                     a wandering umber hulk is defeated, remove it from area 26 or have only one umber hulk in area 34. If the characters have already defeated the three umber hulks in those areas, assume this wandering one is a new arrival.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     damage roll or healing roll, if any.
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Healer). The spellcaster’s
                                                
                                            
                                                
                                                     can add its spellcasting ability modifier to the spell’s damage roll or healing roll, if any.
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     your choice
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Healer). The spellcaster’s spellcasting ability is
                                                
                                            
                                                
                                                    
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Mage). The spellcaster’s spellcasting ability is Intelligence (spell save
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     your choice
  
 Potent Cantrip. The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip.
 Spellcasting (Healer). The spellcaster’s spellcasting ability is
                                                
                                            
                                                
                                                     Wis +5
 Skills Arcana +6, Investigation +6, Religion +6
 Senses passive Perception 12
 Languages Common, plus one of your choice
  
 Potent Cantrip. The spellcaster can add its spellcasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     room while the blades are spinning must make a DC 15 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. Set into the south wall of
                                                
                                            
                                                
                                                     the smaller western part of the room is a brass lever in the down position. Pulling the lever up causes the turnstiles to stop spinning, allowing safe passage through the chamber. The rock gnomes bypass this trap by using the mage hand cantrip to move the lever from the east doorway.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     frame is bolted to the wall and can’t be removed without destroying it. If the characters attack the rug or the picture, or if they attempt to remove either item, the guardian portrait (see appendix D) attacks.
                                                
                                            
                                                
                                                    K47. Portrait of Strahd You come to a dark landing ten feet wide and twenty feet long. A cold draft of wind rushes down the spiral staircase at the north end of the east wall and whistles mournfully
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
                                                
                                            
                                                
                                                     Spells 
     1st  feather fall, fog cloud 
   2nd  gust of wind, levitate 
   3rd  sleet storm, wind wall 
   4th  conjure minor elementals, control water 
   5th  conjure elemental 
    Gust
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    15. The Great Hall This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle
                                                
                                            
                                                
                                                     between natives and invaders.
 The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
                                                
                                            
                                        






