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                        Returning 10 results for 'casting while regions'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Up to 8 hours
 You step into the border regions of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: Self
 Components: V, S
 Duration: Up to 8 hours
 You step into the border regions of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you
                                                
                                            
                                                
                                                     any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnât remove it from your list of prepared spells. You can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must
                                                
                                            
                                                
                                                     combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnât remove it from your list of prepared spells. You can also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     occupies. He can share any of the local names for Northern Wastes regions, like âWormgutâ and âGiantâs Spine,â shown on map 5.1. He also considers himself an expert on the fauna of the Northern Wastes
                                                
                                            
                                                
                                                     casting helpful cantrips and brewing alchemical tinctures. The Mosaic. Spiraling through Heartâs Hollow is the Mosaic, a sloped pathway lined with colorful stones. Every person who visits the village
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the
                                                
                                            
                                                
                                                     best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     regions of Irian reflect the idea of beginnings and of resurgent life: fertile lands untouched by any tool, glittering crystal forests, and thriving homesteads and communities. Angels dwell in a grand
                                                
                                            
                                                
                                                     source of many aberrations, including the terrifying daelkyr.  Xoriat Manifest Zone Features   d4 Feature   1 Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the Wild
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Treasure. The vellum maps depict regions of Cyre that bear no resemblance to the current topography. Though useless to navigators, the maps are worth 2,500 gp to historians, collectors, or Cyran
                                                
                                            
                                                
                                                     damage, and the piece doesnât move. On a successful save, the creature takes half as much damage but is able to grab and move the piece freely. Successfully casting Dispel Magic (DC 14) on the piece
                                                
                                            
                                        






