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Returning 35 results for 'cause warded regrow'.
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Spells
Player’s Handbook
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
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
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
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
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
Demilich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
","rollAction":"Take Lair Action"}. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.
The tomb
tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Action"}. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.
The tomb trembles violently for
advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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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
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
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->D&D Beyond Basic Rules
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
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
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
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
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
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->Basic Rules (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet 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
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet 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
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet 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
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet 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
a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Adventure Overview While the Strixhaven faculty investigate Murgaxor Grenshel and his schemes, it becomes clear that the villain has warded himself from their spells so student aid will be needed to
student who was expelled 200 years ago, he has artificially extended his life and seeks true immortality. He corrupted eldritch balm to cause magical mishaps, schemed to attack students at a Mage Tower
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Adventure Overview While the Strixhaven faculty investigate Murgaxor Grenshel and his schemes, it becomes clear that the villain has warded himself from their spells so student aid will be needed to
student who was expelled 200 years ago, he has artificially extended his life and seeks true immortality. He corrupted eldritch balm to cause magical mishaps, schemed to attack students at a Mage Tower
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
silenced, its inopportune comments cause the character to make all ability checks with disadvantage. Roleplay the skull as cruel and cynical, with a dark sense of humor. It knows nothing of the tomb but
pretends to know all. Acererak has warded the skull with powerful magic, rendering it impervious to damage and spells. Its curse is too powerful to be broken with any spell other than wish, which can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
silenced, its inopportune comments cause the character to make all ability checks with disadvantage. Roleplay the skull as cruel and cynical, with a dark sense of humor. It knows nothing of the tomb but
pretends to know all. Acererak has warded the skull with powerful magic, rendering it impervious to damage and spells. Its curse is too powerful to be broken with any spell other than wish, which can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Eidolon Ghostly spirits bound by a sacred oath to safeguard places of import to the divine, eidolons stalk temples and vaults to ensure that no enemy can gain a foothold against the gods’ cause. If
an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Eidolon Ghostly spirits bound by a sacred oath to safeguard places of import to the divine, eidolons stalk temples and vaults to ensure that no enemy can gain a foothold against the gods’ cause. If
an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
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
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->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->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->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->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of 20 (24,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following
charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of 20 (24,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following
charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
warded areas. Unless the hell hounds are first destroyed, the only way to safely climb the stairs is to disarm the runes with a successful DC 15 Intelligence (Arcana) check. Failure by 5 or more triggers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
warded areas. Unless the hell hounds are first destroyed, the only way to safely climb the stairs is to disarm the runes with a successful DC 15 Intelligence (Arcana) check. Failure by 5 or more triggers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
steps to reach the top, but those steps are warded against intruders (see below). Moreover, the Far Realm friends and the goblins fighting for Splugoth attempt to stop the characters from reaching the
goblins to cause hard plating to appear on their skin, increasing their AC by 1. This increase can be applied multiple times. Reverse the above mutation to decrease the goblins’ AC by 1 (to a minimum of 1
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
steps to reach the top, but those steps are warded against intruders (see below). Moreover, the Far Realm friends and the goblins fighting for Splugoth attempt to stop the characters from reaching the
goblins to cause hard plating to appear on their skin, increasing their AC by 1. This increase can be applied multiple times. Reverse the above mutation to decrease the goblins’ AC by 1 (to a minimum of 1