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Returning 35 results for 'casting wall rough'.
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Monsters
Strixhaven: A Curriculum of Chaos
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Force Barrier"}. The professor magically creates a wall of translucent, golden force within 90 feet of itself. The wall lasts
for 1 minute or until the professor uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The wall
Monsters
Candlekeep Mysteries
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and
Monsters
Princes of the Apocalypse
): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate personMultiattack. Vanifer makes two attacks.
Tinderstrike. Melee or Ranged Weapon Attack: +9
spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. Her favorite use of this capability is casting fireball or
Monsters
Phandelver and Below: The Shattered Obelisk
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren’t wasted.Oshundo lived in Illithinoch at the height of the
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Magic Items
Phandelver and Below: The Shattered Obelisk
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
, until the next wall looms in their path and brings them to a stop.
Nature’s Cavalry
Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin
hair. Gruul centaurs cut their hair in rough, spiky styles.
The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers
Spells
Xanathar's Guide to Everything
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
Magic Items
Baldur’s Gate: Descent into Avernus
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Magic Items
Mythic Odysseys of Theros
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
attack roll required, casting the ice storm spell there.
Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable
Magic Items
The Book of Many Things
by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you.
Tomb. At any time you choose
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
Green Hag (Coven Variant)
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Monsters
Monster Manual (2014)
, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is
inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and
Instrument of the Bards
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Magic Items
Dungeon Master’s Guide (2014)
’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its
Control weather, cure wounds (5th level), wall of thorns
Canaith mandolin
Rare
Cure wounds (3rd level), dispel magic, protection from energy (lightning only)
Cli lyre
Instant Fortress
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Magic Items
Basic Rules (2014)
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Daern's Instant Fortress
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Magic Items
Dungeon Master’s Guide (2014)
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Oinoloth
Legacy
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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
);{"diceNotation":"2d6","rollType":"roll","rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same
Guards and Wards
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Glyph of Warding
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and soiled clothes, which are strewn about the cave. Doors and Secret Door. Doors in the cave are made of rough wood. The secret door in area D5 blends in with the surrounding wall. As a Search action
Goblin Lair Features The cave has the following features: Ceilings. The cave’s ceilings are 10 feet high. Surroundings. The cave has walls of rough-hewn stone and a dirt floor. It stinks of old food
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and soiled clothes, which are strewn about the cave. Doors and Secret Door. Doors in the cave are made of rough wood. The secret door in area D5 blends in with the surrounding wall. As a Search action
Goblin Lair Features The cave has the following features: Ceilings. The cave’s ceilings are 10 feet high. Surroundings. The cave has walls of rough-hewn stone and a dirt floor. It stinks of old food
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
darkness.
The square tower is twenty feet on a side and thirty feet high, with arrow slits in each wall. A battlement crowns its top, with a stone gargoyle peering over each side. Set into the middle of
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daern’s instant fortress (see chapter 7, “Treasure,” of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
darkness.
The square tower is twenty feet on a side and thirty feet high, with arrow slits in each wall. A battlement crowns its top, with a stone gargoyle peering over each side. Set into the middle of
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daern’s instant fortress (see chapter 7, “Treasure,” of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Barkskin 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a handful of oak bark) Duration: Concentration, up to 1 hour You touch a willing creature. Until the spell
ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Barkskin 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a handful of oak bark) Duration: Concentration, up to 1 hour You touch a willing creature. Until the spell
ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
reaching the east wall but deepening by 1 foot for every 10 feet of travel westward.
Statue. A wide alcove in the north wall contains a life-size statue of a sahuagin, submerged up to its chest in sewer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
reaching the east wall but deepening by 1 foot for every 10 feet of travel westward.
Statue. A wide alcove in the north wall contains a life-size statue of a sahuagin, submerged up to its chest in sewer
Speed
Legacy
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Rules
slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check
distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
door in area H5 blends in with the surrounding wall. As a Search action, a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful check
. Environment. The walls are made of rough-hewn stone in some places and neat-fitting stone blocks in others. Stone tiles cover the floor. Lighting. The cave is unlit, and its denizens rely on Darkvision
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
roughly forty feet across and ten feet deep. A five-foot-high ledge to the north overlooks the pool. A similar ledge spans the eastern wall, with a rough-hewn staircase leading up to it. A few crates sit
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
door in area H5 blends in with the surrounding wall. As a Search action, a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful check
. Environment. The walls are made of rough-hewn stone in some places and neat-fitting stone blocks in others. Stone tiles cover the floor. Lighting. The cave is unlit, and its denizens rely on Darkvision
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
roughly forty feet across and ten feet deep. A five-foot-high ledge to the north overlooks the pool. A similar ledge spans the eastern wall, with a rough-hewn staircase leading up to it. A few crates sit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Secret Doors. A secret door blends in perfectly with the wall that surrounds it. A character who uses an action to examine a stretch of wall can make a DC 15 Wisdom (Perception) check, finding any
unlacquered hardwood planks. Rough, splintery, and slightly warped with age, these floors creak when walked on. Characters make any ability checks to move stealthily on the upper floors at