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                        Returning 35 results for 'churning warded range'.
                    
                
                        
                            
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                                        churning wander ranger
                                    
                                
                                    
                                        churning warned ranger
                                    
                                
                                    
                                        churning ward ranger
                                    
                                
                                    
                                        chaining warded range
                                    
                                
                                    
                                        coursing warded range
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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 spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     ground hold the target in place. The target 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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollType":"to hit", "rollAction":"Rock"} to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4);{"diceNotation":"6d10+4", "rollType":"damage", "rollAction":"Rock", "rollDamageType":"bludgeoning
                                                
                                            
                                                
                                                     temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Elemental Strike. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Elemental Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire
                                                
                                            
                                                
                                                     is churning within their minds.
Prismari Scholars
The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"spell", "rollAction":"Psychic Rend"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4
                                                
                                            
                                                
                                                    ":"recharge", "rollAction":"Void Warp"}. The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ":"1d20+6","rollType":"to hit","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one creature. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Necrotic Bolt","rollDamageType
                                                
                                            
                                                
                                                     extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"spell", "rollAction":"Psychic Rend"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4
                                                
                                            
                                                
                                                     teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Elemental Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (3d6 + 2) fire;{"diceNotation":"3d6+2", "rollType":"damage", "rollAction
                                                
                                            
                                                
                                                     what is churning within their minds.
Prismari Scholars
The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    "} lightning damage.
Spit Hailstone. Ranged Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Spit Hailstone"} to hit, range 120 ft., one target. Hit: 32 (4d10 + 10
                                                
                                            
                                                
                                                     churning elements.
Regional Effects
The region surrounding a scion of Stronmaus is altered by the giant’s magic, creating one or more of the following effects:
Elemental Portals. Two-way portals
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    +18", "rollType":"to hit", "rollAction":"Hailstone"} to hit, range 120/480 ft., one target. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType":"damage", "rollAction":"Hailstone", "rollDamageType
                                                
                                            
                                                
                                                     elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.
Regional Effects
The region surrounding a scion
                                                
                                            
                                        
                                                    Sanctuary
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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 attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded
                                                
                                            
                                        
                                                    Alarm
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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 area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm
                                                
                                            
                                        
                                                    Private Sanctum
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
                                                
                                            
                                                
                                                     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.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
                                                
                                            
                                                
                                                    . Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    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
                                                    
                                                
                                            
                                                    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
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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 area appears dark and foggy, preventing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of
                                                
                                            
                                        
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
                                                
                                            
                                        
                                                     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->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions can be found scattered throughout the planes. On the Material Plane, efreet
                                                
                                            
                                                
                                                     devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
                                                
                                            
                                        






