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                        Returning 33 results for 'chasm when range'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
                                                
                                            
                                                
                                                     chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     exchange for payment, but it isnât obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
                                                
                                            
                                                
                                                     to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creatureâs name, you can speak that name when you cast this spell to request that creature
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Eldritch Turret"} to hit, range 300 ft., one target. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
âArtorokâ (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
                                                
                                            
                                                
                                                    .
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair.
Anterior Spires
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
                                                
                                            
                                                
                                                     spans a chasm between a lesser peak and the lair.
Anterior Spires. Rising from the far side of the bridge are the lairâs anterior spires. These solid, pointed shafts resemble inverted icicles more
                                                
                                            
                                        
                                                    Phantasmal Force
                                                    
    
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                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                    You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object
                                                
                                            
                                                
                                                     were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it
                                                
                                            
                                        
                                                    Wall of Stone
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous
                                                
                                            
                                                
                                                     object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or
                                                
                                            
                                        
                                                    Planar Ally
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or
                                                
                                            
                                                
                                                     fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     beyond the range of the charactersâ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
                                                
                                            
                                                
                                                    Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains canât drown out the inhuman cackling that echoes in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     traced to a broad chasm (area 13g). 13a. Main Cavern Characters see a bright blue-white light ahead as they approach this cavern. The caveâs features are as follows: Runestone. The cavern is lit by a 10
                                                
                                            
                                                
                                                     main cavern. If he sees the characters and has any reason to want them dead, Halaster casts spells with a suitably long range at them through the Runestone, including Bigbyâs hand, chain lightning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wall of Stone 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small block of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone
                                                
                                            
                                                
                                                     springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Wall of Stone 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small block of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone
                                                
                                            
                                                
                                                     springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the
                                                
                                            
                                                
                                                    Planar Ally 6th-level conjuration Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Planar Ally Level 6 Conjuration (Cleric) Casting Time: 10 minutes
 Range: 60 feet
 Components: V, S
 Duration: Instantaneous
 You beseech an otherworldly entity for aid. The being must be known
                                                
                                            
                                                
                                                     within range. If you know a specific creatureâs name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DMâs choice). When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Planar Ally Level 6 Conjuration (Cleric) Casting Time: 10 minutes
 Range: 60 feet
 Components: V, S
 Duration: Instantaneous
 You beseech an otherworldly entity for aid. The being must be known
                                                
                                            
                                                
                                                     within range. If you know a specific creatureâs name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DMâs choice). When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the
                                                
                                            
                                                
                                                    Planar Ally 6th-level conjuration Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Imprisoned Ultroloth When the characters arrive here, they spot an ultroloth imprisoned in the iron cage suspended over the chasm. The iron crane has a magically powered winch mechanism that
                                                
                                            
                                                
                                                     characters telepathically as soon as theyâre in range. The ultroloth was imprisoned by a pit fiend for stealing soul coins. Baazit promises to show the characters how to form magical servants from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Wall of Stone Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a cube of granite)
 Duration: Concentration, up to 10 minutes
 A nonmagical
                                                
                                            
                                                
                                                     wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wall of Stone Level 5 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a cube of granite)
 Duration: Concentration, up to 10 minutes
 A nonmagical
                                                
                                            
                                                
                                                     wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Phantasmal Force 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You craft an illusion that takes root in the
                                                
                                            
                                                
                                                     mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     siphon. From the lake, the subterranean river flows west through the Sinkhole, across the bottom of the chasm in area 3 of the Mountain Door, and onward for about 5 miles until it emerges at the surface
                                                
                                            
                                                
                                                     up to the Foundry through the chasm there. The troglodytes fear and worship the dragon. The duergar have negotiated an uneasy truce with Nightscale, paying her a modest tribute to leave them alone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Features The crystal dragon lair shown in map 5.7 is the home of a dragon who has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of
                                                
                                            
                                                
                                                     crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair. Anterior Spires. Rising from the far side of the bridge are the lairâs anterior
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    : âArkusâ (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. âArtorokâ (Colossus WX-73) sits at the bottom of Lake Cyre
                                                
                                            
                                                
                                                     the colossus can push the target up to 20 feet away from it.
 Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     emanates from this hole.
 This cavern is all that remains of what was once a jagged chasm in the seafloor. The mound of bones represents both the crew of Tammeraut and others who have succumbed to
                                                
                                            
                                                
                                                     can range abroad, Syrgaul is forever trapped within the rift near the source of his dark unlife. As the characters explore this area, Syrgaul and one drowned blade rise from the pile of bones and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     doors without removing the spikes. If the characters open the doors, read the following text: Beyond the doors, the floor declines toward a great chasm. The tombs and crypts of dwarves sprawl like a city
                                                
                                            
                                                
                                                     knew the command words to control the golem; those words have been lost. Waterfall. A large gap in the west wall leads to a 200-foot-deep chasm. Water from the moat drains into this chasm, forming a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     they move in for the kill. These gnolls come from the Cackling Chasm (see "Cackling Chasm"), which provides them with shelter. Gnolls that are captured can lead the characters back to their lair
                                                
                                            
                                                
                                                    , where they hope to gang up on the characters after luring them there. Running the Encounter. The gnolls are forced to range far and wide in search of food. Their hunger overrides their reason, such that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     examination of the still-intact bodies reveals that each bears tattoos matching the runes carved on the walls. The corpses wear a wide range of clothing and armor, but have been stripped of all
                                                
                                            
                                                
                                                     checks to work against the active rift in area 10. Secret Doors. Both the secret doors in this room swivel open like the door in the cellar. 8. Charnel Chasm The smell of death is strong in what was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     without so much as a farewell. They wield light crossbows (+4 to hit, range 80/320 ft.) instead of longbows, dealing 6 (1d8 + 2) piercing damage on a hit. STRAHD'S SPIES
 As the undisputed master of
                                                
                                            
                                                
                                                    . If the ghost succeeds in possessing a character, it leads its host to the gates of Ravenloft (area J) and hurls the hostâs body into the chasm. Grave This encounter occurs only if the characters are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     (+3) and darkvision out to a range of 60 feet. He or she speaks Common and Dwarvish. He or she has advantage on saving throws against poison and resistance to poison damage. He or she wields a battleaxe
                                                
                                            
                                                
                                                     dragon bones juts from the head, neck, back, and tail of the mound. Enormous cairns encircle the mound out to a range of a quarter mile. Beneath them lie the bones of revered Thunderbeast tribal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     burn brightly on either side of the door, illuminating the western half of the room. Another ledge is barely visible on the other side of the chasm.
 The hall beyond the doors, and the great
                                                
                                            
                                                
                                                     orcs arenât particularly vigilant, but they do start shooting if the sentries in area 1 call for help. The orcs are armed with longbows instead of javelins: +3 to hit (range 150/600 ft.); 5 (1d8 + 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . A stream pours from the west wall before tumbling into the rift and flowing to the north. Secured to iron stakes along on the western edge of the rift are several ropes leading to the chasm floor. A
                                                
                                            
                                                
                                                     to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8) poison damage.
 Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     arched, wooden bridges span the chasm.
 A subterranean monster that hungers for fleshâa nothic named Ssarnakâguards this cave. Lured by a faint magical effect emanating from the crevasse, the creature
                                                
                                            
                                                
                                                     attacks.
 Shocking Burst.  Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 6 (1d6 + 3) lightning damage.
 Spellcasting. Glasstaff casts one of the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness.
 The far wall of the chasm is 250 feet to the west, and the
                                                
                                            
                                                
                                                     an ambush for intruders in that area. Investigating. A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. 33. Practice Range
                                                
                                            
                                        






