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Returning 35 results for 'casting warded repelling'.
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Spells
Player’s Handbook
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Monsters
Strixhaven: A Curriculum of Chaos
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
, reach 30 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Repelling Burst", "rollDamageType":"force"} force damage. If the target is a Large or smaller
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Imprisonment
Legacy
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Spells
Basic Rules (2014)
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
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->D&D Beyond Basic Rules
Sanctuary Level 1 Abjuration (Cleric) Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (a shard of glass from a mirror)
Duration: 1 minute
You ward a creature within range. Until
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sanctuary Level 1 Abjuration (Cleric) Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (a shard of glass from a mirror)
Duration: 1 minute
You ward a creature within range. Until
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sanctuary 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the
spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
targeted by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes
Mordenkainen’s Private Sanctum Level 4 Abjuration (Wizard) Casting Time: 10 Minutes
Range: 120 feet (Square)
Components: V, S, M (a thin sheet of lead)
Duration: 24 Hours
You make an area
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sanctuary 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the
spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell
Mordenkainen’s Private Sanctum Level 4 Abjuration (Wizard) Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M (a thin sheet of lead)
Duration: 24 hours
You make an area within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or
Mordenkainen’s Private Sanctum 4th-level abjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted
intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted
intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial
provoking opportunity attacks. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
has the Restrained condition and can’t be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjuration Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part
of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. Spell Resistance Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
repelling attacks by sahuagin, pirates, and other waterborne threats. What is it with people and the weather?
It’s just the sky weeping and shouting because it’s so far away from me.
Storm Sorcery
casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The professor makes two Repelling Burst attacks. It can
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Specific Spells Does casting Animate Objects during a Time Stop spell end the Time Stop? No. Commanding the newly created creatures with your Bonus Action does end Time Stop, however. Can you extend
exists without the magic’s help. Casting Dispel Magic on the creature can’t end its mockery of life, and the Undead can wander into an Antimagic Field with no adverse effect. Another example: Cure Wounds