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Returning 35 results for 'conjured wards remains'.
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Monsters
Strixhaven: A Curriculum of Chaos
telepathically with this groff while it remains. The groff remains for 10 minutes, until it or the professor dies, or until the professor dismisses it as an action.Professors of growth nurture the essence of
conjured poisonous vines to avatars of nature’s wrath.
These professors teach their students to focus on the growth side of the natural cycle of life and death and to avoid wasting resources. They
Monsters
Waterdeep: Dungeon of the Mad Mage
demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.Archmages are powerful (and usually quite old) spellcasters dedicated to the
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the
Web
Legacy
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Spells
Basic Rules (2014)
their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the
. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your
spells
’s discretion—some portals might even be so powerful that this spell cannot awaken them at all.
If the other side of the portal is already awakened, the portal remains open for 30 days. If
you cast the spell at both ends of the portal every month for one year, the portal remains open permanently. If the other end is not yet awakened, this side remains awakened for 10 days but isn’t
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gate hanging from a belt ring. Breaking the gate’s lock and forcing it open requires a successful DC 20 Strength check. Magical Wards The drow have placed powerful wards on the slave pen to inhibit
spellcasters and shield the area against scrying attempts. Spells cast within the slave pen have no effect, and any slot or magic item charge expended to cast such a spell is consumed. The wards don’t
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Wards Numerous magical defenses protect the library. The most innocuous include wards to protect the library’s books from mold, weevils, and other threats. Other protections are more dramatic, as
discussed below. Magic Restriction. Wards prevent anyone from entering Candlekeep by any route other than through the front gates. Any attempt to magically bypass these gates fails. These wards do not
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the machinations of a criminal organization known as the Onyx Scar. The criminals have unearthed Xeluan’s tomb and are mining the giant’s petrified corpse, selling his remains at local markets. Additionally, their delving has weakened the citadel’s wards, causing earthquakes to plague the region.
, its protective wards still intact. Around the citadel, these explorers founded the settlement of Oztocan. The settlement grew into a thriving hub of commerce. Today, that prosperity is threatened by
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
notorious region of Furygale. Roped off by magical wards and warning signs, Furygale is several acres of ever-changing magical energy, gales of ice and wind and fire, and elementals gone rogue. While
dangerous, it also provides a source of wild inspiration, and it remains a popular spot for students who want to duel without being interrupted by faculty.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
been up to in the intervening decades, or whether he’s even still alive. Some think he must have become a lich, while others believe he’s just dead. All that’s certain is that the hedge maze remains a frustrating barrier, and the spells and wards protecting the tower against entry remain as powerful as ever.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
been up to in the intervening decades, or whether he’s even still alive. Some think he must have become a lich, while others believe he’s just dead. All that’s certain is that the hedge maze remains a frustrating barrier, and the spells and wards protecting the tower against entry remain as powerful as ever.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magically project his spirit beyond the confines of Strahd’s realm. His efforts failed, and Khazan destroyed himself. His remains lie entombed in the catacombs of Ravenloft. Khazan’s tower stood empty for
ages, it seemed, and would have collapsed under the weight of neglect were it not for the magic wards placed on it long ago. Recently, the tower was taken over by the legendary vampire hunter Rudolph
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
day. There are indeed moonlit rituals in the Marches: some to honor the daelkyr, others to maintain the wards that keep them trapped in Khyber. Humans came to the Marches long ago, refugees fleeing a
Tharashk is the main point of contact between the Shadow Marches and the outside world. Tharashk aside, the region remains a collection of tribes and cultists following their ancient traditions in the shadows of the swamps.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are indeed moonlit rituals in the Marches: some to honor the daelkyr, others to maintain the wards that keep them trapped in Khyber. Humans came to the Marches long ago, refugees fleeing a war
point of contact between the Shadow Marches and the outside world. Tharashk aside, it remains a collection of tribes and cultists following their ancient traditions in the shadows of the swamps.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
Ashtakala Legends say that a single city of fiends remains intact. Stories describe Ashtakala as a city of basalt and brass, filled with rakshasas and demons. If it exists, it is shielded by powerful
wards. Who knows what ancient artifacts and treasures it might contain? Blood Crescent House Tharashk established this tiny port at the end of the Last War. The house hopes to gain access to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the brewing of potions. A wooden ladder on rollers is attached to a rail mounted above the shelves.
This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her
ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta’s skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
!” and “Need life!” No trace of the destroyed gingwatzim remains, depriving Candlekeep of its copy of Mazfroth’s Mighty Digressions. Gingwatzim Small aberration (shapechanger)
Armor Class 12
Hit
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, religious services were moved to grander temples in the upper wards. Godsgate became a tenement district, and the shrines and monuments were forgotten and left to decay. The final blow to this once-proud
question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they’re the descendants of the original inhabitants of the district, who were possessed and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
remains. Ilren welcomes the characters to explore the Lambent Zenith’s wreck and make themselves at home, but a character who succeeds on a DC 17 Wisdom (Insight) check intuits that Ilren’s jolly
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, such that Azuth, god of wizards, was forced to appear and set things right. He is said to have stitched reality and the Weave back together, but a wrinkle in the fabric remains. To this day, magic
is the mimic. This tradition supposedly arose because when mascots were first chosen, the Trades Ward took a chest of gold as its own — and was roundly mocked by citizens of other wards for not picking
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ten feet below. The pile of rubble covers the smashed remains of a chair.
Archais, the wizard of the old Firewatch Island garrison, once resided in this chamber. It was he who first gave the warning
leather backpack where Archais kept his spellbook and his journal. His spellbook is long lost, but the journal remains inside. Archais’s journal relates his numerous assignments and duty stations while a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
legions with beams of red light radiating from their mouths. But as the colossi were beginning to turn to the lands outside Cyre, the Mourning came, and the colossi perished. Now their remains lie, like
outside it. A colossus usually has multiple hatches to allow entrance and egress: on the legs, on the back, in the chest, in the mouth or on the back of the head, and so on. But entering the remains of a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
staff. The statues used to have magical wards on them, but these protections faded long ago. P2. Upside-Down Corridor The upside-down stairs at the east end of this frost-filled corridor once connected to
Room This room contains the shattered remains of a desk and some chairs. You quickly discover that all sound is muted here.
A permanent silence spell encompasses this room, which apprentices used for quiet study. The effect can be dispelled (DC 18).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
gave her nimblewright a map showing where to take the Stone of Golorr, but she forgot to tell it to destroy the map once the stone was delivered. Characters who search the nimblewright’s remains find
the folded-up map, which depicts one of Waterdeep’s wards. Written on the map is an X with a name next to it. This map points the characters to where they need to be, setting off a sequence of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Outside the City Proper There’s more to the city of Waterdeep than just the wards within its walls. If you have need to visit the environs of the city, here’s what you’ll need to know. Field Ward
from below. All were claimed, altered, and expanded by the mad wizard Halaster and his apprentices — who are believed to dwell in the dungeons to this day. What drove them deep into the earth remains a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
areas whose dimensions are larger than the room. Everything that happens within the illusion should be treated as if the characters are truly where they appear to be. Illusory Wards. Characters can’t
creates. Damage. Any character who is reduced to 0 hit points by the simulation falls unconscious but isn’t dying. The character remains unconscious until the simulation ends, at which point the character
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Wards. The arcane markings carved into hidecarved dragons’ scales are magical protections, intended to make the dragons more resilient against the threats they might face in carrying out the lauth’s
purpose. The longer dragons stay with a lauth, the more wards they receive. Most hidecarved dragons have one of these wards plus an additional ward for each age category above wyrmling. You can roll for
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arkhan’s Tower He wears the hand of evil, yet his goal remains just beyond his fingertips. — The Cartographer When the characters arrive at this location, read or paraphrase the following boxed text
contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall. Initiative. The trap acts on initiative count 20
to make a DC 15 Wisdom saving throw, which ends the frightened condition on itself on a success. Dynamic Elements. The blades and the rune become more dangerous the longer the trap remains active
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
-Seeing Orb brings the characters to this location. The portal is not affected by the wards against teleportation magic that fill the tomb. Stepping through the portal brings you into the center of a
paired with a lack of conversational practice makes Alessia honest to a fault. She remains unaware of Valin’s evil nature—and of the fact that she is the living canopic vessel for Valin’s heart. Alessia’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
). The skeletal remains were once Bravus Boulderborn, a gold dwarf cleric of Moradin and former member of the Company of the Yellow Banner. Bravus died as a result of stepping on floor tiles in the wrong
following things all happen at once: I’jin’s sarcophagus opens. The stone block at area 35A sinks into the floor, creating an open passage to the east. Any locusts conjured by the sphinx statues are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
existed in a number of forms since the first trade-meets occurred here more than two millennia ago, and an uncountable amount of wealth remains sunken in what has long been known as Umberlee’s Cache. The
courses in each ward, and the winners from each ward compete at the Field of Triumph. If you really want to see the wards come to life, this is the time. Pick your favorite, wear its colors, and cheer
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Hive Ward Neglected by the dabus and the generosity of other wards, the Hive Ward has fallen into disrepair. Its buildings are lopsided hodgepodges of architectural styles and materials, their floors
cranium rats. Damp rags and swollen planks cover broken windows, blotting what little light ekes through the ward’s perpetual fog. Of all the wards in Sigil, the Hive Ward has the least oversight