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Returning 35 results for 'contained weaving reality'.
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Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest. Illusory Reality By 14th level, you have learned the secret of weaving shadow magic into your
illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest. Illusory Reality By 14th level, you have learned the secret of weaving shadow magic into your
illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can
classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage after the Temporary Hit Points carries over to the Wizard’s Hit Points. Does the level 14 Illusionist ability let you make something real every round, or just once? Illusory Reality is
the creature, but it has no range restriction. For a Wizard to cast a Ritual spell contained in their spellbook, do they need to read from the book or use it as part of the Ritual? Thanks to the Ritual
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage after the Temporary Hit Points carries over to the Wizard’s Hit Points. Does the level 14 Illusionist ability let you make something real every round, or just once? Illusory Reality is
the creature, but it has no range restriction. For a Wizard to cast a Ritual spell contained in their spellbook, do they need to read from the book or use it as part of the Ritual? Thanks to the Ritual
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
something real every round, or just once? Illusory Reality is intended to make one illusory object real per illusion spell. For the Shapechanger feature of the School of Transmutation, does polymorph need
to cast a ritual spell contained in their spellbook, do they need to read from the book or use it as part of the ritual? No. As written, the rule doesn’t require you to read from the book. The
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
something real every round, or just once? Illusory Reality is intended to make one illusory object real per illusion spell. For the Shapechanger feature of the School of Transmutation, does polymorph need
to cast a ritual spell contained in their spellbook, do they need to read from the book or use it as part of the ritual? No. As written, the rule doesn’t require you to read from the book. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reality Dawns When Kas reveals himself, a cacophony erupts downstairs. Sleeping characters are awakened, and otherwise occupied characters hear the following: Violent slamming and terrible crashes
the phrase to the characters. Further, Alustriel has examined the sanctum’s portal and knows Kas fled to the plane of Pandemonium. They surmise, correctly, that Vecna is weaving his ritual in Pandesmos
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reality Dawns When Kas reveals himself, a cacophony erupts downstairs. Sleeping characters are awakened, and otherwise occupied characters hear the following: Violent slamming and terrible crashes
the phrase to the characters. Further, Alustriel has examined the sanctum’s portal and knows Kas fled to the plane of Pandemonium. They surmise, correctly, that Vecna is weaving his ritual in Pandesmos
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
masks, thus ensuring that no one’s beauty would outshine his own. As he aged, Marlos turned to magic to preserve his fading beauty. After searching for years, he found a ring that contained the stolen
suspicious of the Cult of Howling Hatred. They believe that the air cultists are mercurial, unreliable, and generally out of touch with reality. The earth cultists respect the strength and ferocity of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
masks, thus ensuring that no one’s beauty would outshine his own. As he aged, Marlos turned to magic to preserve his fading beauty. After searching for years, he found a ring that contained the stolen
suspicious of the Cult of Howling Hatred. They believe that the air cultists are mercurial, unreliable, and generally out of touch with reality. The earth cultists respect the strength and ferocity of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered
. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly
Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also
before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly
Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered
. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity
the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that alters reality the least. If you have a Bastion (see chapter 8), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also
before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
since they arrived. The goblins tried to block the rift with two lab tables, not realizing that grells from the Feeder Trenches (see the “Rift in Reality” section below) could simply float over the
goblins drank in a recent game of drink-or-dare. Rift in Reality. The rift leads into the Far Realm to a location called the Feeder Trenches. The Feeder Trenches are described in the “Far Realm Rifts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
since they arrived. The goblins tried to block the rift with two lab tables, not realizing that grells from the Feeder Trenches (see the “Rift in Reality” section below) could simply float over the
goblins drank in a recent game of drink-or-dare. Rift in Reality. The rift leads into the Far Realm to a location called the Feeder Trenches. The Feeder Trenches are described in the “Far Realm Rifts
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creator found a chamber that can turn illusions into reality. The life-spark of a living creature is needed to activate its power. As a creation of snow and shadow, I have no life-spark of my own, and
spine identical to the one that appears on the shield guardian’s control amulet in area P12. The spellbook disintegrates a few seconds after the chest is opened. Whatever spells it once contained are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creator found a chamber that can turn illusions into reality. The life-spark of a living creature is needed to activate its power. As a creation of snow and shadow, I have no life-spark of my own, and
spine identical to the one that appears on the shield guardian’s control amulet in area P12. The spellbook disintegrates a few seconds after the chest is opened. Whatever spells it once contained are
Equipment
and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into
throw at the end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Lydia has assigned these women the task of stitching children’s costumes and weaving together a wicker sun for the Festival of the Blazing Sun. Lydia assumes that the characters are here at the
subjects. N3l. Library Floor-to-ceiling shelves line every wall of this windowless room, and the number of books contained here is nothing short of astounding.A brass oil lamp sits atop a large desk in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Lydia has assigned these women the task of stitching children’s costumes and weaving together a wicker sun for the Festival of the Blazing Sun. Lydia assumes that the characters are here at the
subjects. N3l. Library Floor-to-ceiling shelves line every wall of this windowless room, and the number of books contained here is nothing short of astounding.A brass oil lamp sits atop a large desk in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and
.
Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and
.
Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder