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Returning 30 results for 'chaining within reverses'.
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Spells
Player’s Handbook
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward
Spells
Player’s Handbook
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
Monsters
Strixhaven: A Curriculum of Chaos
":"Gravity Shift"}. The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling
teleports to an unoccupied space that it can see within 120 feet of itself.Spell Mimicry (1/Day). Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature
Monsters
Planescape: Adventures in the Multiverse
.
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18
).
Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastu demodand;farastus and kelubar demodand;kelubars of its choice within 60 feet of itself into a living liquid form. Each
Reverse Gravity
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the
hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creates an illusion 27–29 Suppresses magic items for a time 30–32 Enlarges or reduces characters 33–35 Magic mouth speaks a riddle 36–38 Confusion (targets all creatures within 10 ft.) 39–41 Gives
directions (true or false) 42–44 Grants a wish 45–47 Flies about to avoid being touched 48–50 Casts geas on the characters 51–53 Increases, reduces, negates, or reverses gravity 54–56 Induces greed 57–59
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creates an illusion 27–29 Suppresses magic items for a time 30–32 Enlarges or reduces characters 33–35 Magic mouth speaks a riddle 36–38 Confusion (targets all creatures within 10 ft.) 39–41 Gives
directions (true or false) 42–44 Grants a wish 45–47 Flies about to avoid being touched 48–50 Casts geas on the characters 51–53 Increases, reduces, negates, or reverses gravity 54–56 Induces greed 57–59
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within
travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses.
Gravity Shift (Recharge 5–6). The archaic reverses gravity for one creature it can see within 100 feet of
will: detect magic, divination, sending
1/day each: banishment, forcecage
Teleport. The archaic teleports to an unoccupied space that it can see within 120 feet of itself.
Reactions
Spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses.
Gravity Shift (Recharge 5–6). The archaic reverses gravity for one creature it can see within 100 feet of
will: detect magic, divination, sending
1/day each: banishment, forcecage
Teleport. The archaic teleports to an unoccupied space that it can see within 120 feet of itself.
Reactions
Spell
Compendium
- Sources->Dungeons & Dragons->Divine Contention
1-2 Explosion. All creatures within 10 feet of the character must make a DC 12 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one
.
3-5 Reversed Gravity. Gravity reverses in a 20-foot-radius sphere around the character. Any creatures in this area fall upwards, taking 2d6 bludgeoning damage as they crash headfirst into the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to accommodate a frost giant longship, the watery gate reverses its tide twice each day, allowing boats to voyage to the chaotic plane and back again. Though the swirling portal allows Glorium to
trade with settlements on Ysgard, it also makes them vulnerable to that plane’s invaders. The second gate is a legend deep within the gate-town’s snow-capped mountains: a secret entrance to Yggdrasil, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to accommodate a frost giant longship, the watery gate reverses its tide twice each day, allowing boats to voyage to the chaotic plane and back again. Though the swirling portal allows Glorium to
trade with settlements on Ysgard, it also makes them vulnerable to that plane’s invaders. The second gate is a legend deep within the gate-town’s snow-capped mountains: a secret entrance to Yggdrasil, the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
1-2 Explosion. All creatures within 10 feet of the character must make a DC 12 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one
.
3-5 Reversed Gravity. Gravity reverses in a 20-foot-radius sphere around the character. Any creatures in this area fall upwards, taking 2d6 bludgeoning damage as they crash headfirst into the