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Returning 35 results for 'contained warded repeat'.
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Spells
Player’s Handbook
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
, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.
In a similar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
, 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 soul; it then animates this effigy and uses the statue
Monsters
Van Richten’s Guide to Ravenloft
, action, or both. When controlled this way, the target can take only the Attack action (necrichor chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of
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
Mordenkainen Presents: Monsters of the Multiverse
":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The elder
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or
Demilich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its
tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the
advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
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)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
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->Player's Handbook (2014)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
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)
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
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->Player's Handbook (2014)
barrier at the edge of the 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 pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barrier at the edge of the 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 pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
finest ores, metals, and gems. Some of the greatest treasures Purphoros ever crafted are contained in the god’s residence, a forge-palace warded by an enormous, gilded iron door. Occasionally these doors
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
finest ores, metals, and gems. Some of the greatest treasures Purphoros ever crafted are contained in the god’s residence, a forge-palace warded by an enormous, gilded iron door. Occasionally these doors
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards unless the characters take extraordinary measures. Wards The building is warded against teleportation and planar travel. Effects like the dimension door spell can’t be used to enter, exit, or
warded with an abjuration rune that sounds an audible alarm if the window opens (see “Caught in the Act”). A character who searches a window for traps notices the rune with a successful DC 10 Wisdom
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards unless the characters take extraordinary measures. Wards The building is warded against teleportation and planar travel. Effects like the dimension door spell can’t be used to enter, exit, or
warded with an abjuration rune that sounds an audible alarm if the window opens (see “Caught in the Act”). A character who searches a window for traps notices the rune with a successful DC 10 Wisdom
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
an enemy with such intent sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house the souls of these protectors. In the form of this sacred statue, an eidolon
safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It has darkvision and truesight out to a range of 60 feet, but it can’t perceive any creature warded by a nondetection spell or similar magic. The skull can’t move or be moved from its space, and it
disappears while contained in an antimagic field. No other magic has any effect on it. If the skull sees any creature other than the real Halaster in the room, it screams, “You’re not me!” When this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It has darkvision and truesight out to a range of 60 feet, but it can’t perceive any creature warded by a nondetection spell or similar magic. The skull can’t move or be moved from its space, and it
disappears while contained in an antimagic field. No other magic has any effect on it. If the skull sees any creature other than the real Halaster in the room, it screams, “You’re not me!” When this
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor
attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Richten’s Guide to Ravenloft) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every
target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a