Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 28 results for 'container warded repeats'.
Spells
Player’s Handbook
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either
Magic Items
Dungeon Master’s Guide
Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.
As a Utilize action, you can throw the dust into the
automatically.
On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending
Monsters
Monster Manual
Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
Monsters
Planescape: Adventures in the Multiverse
liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While
":"damage", "rollAction":"Inhibitory Spray", "rollDamageType":"acid"} acid damage and has the paralyzed condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your
surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dust of Sneezing and Choking Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As
, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dust of Sneezing and Choking Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As
, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dust of Sneezing and Choking Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As
, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dust of Sneezing and Choking Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As
, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom
beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom
beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fear Ray. Wisdom Saving
tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
until a shator uses an action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the paralyzed condition despite any immunity to that condition
minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.
Spellcasting
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
until a shator uses an action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the paralyzed condition despite any immunity to that condition
minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.
Spellcasting
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pewter container that resembles a pepper pot. Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest.
Against the hull on the starboard side is a padded
trays on the desktop next to the pewter container (which is nearly full of fine sand), one is empty and another contains bills and receipts for various items of marine supply. The last contains several
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pewter container that resembles a pepper pot. Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest.
Against the hull on the starboard side is a padded
trays on the desktop next to the pewter container (which is nearly full of fine sand), one is empty and another contains bills and receipts for various items of marine supply. The last contains several
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
treasure secured and removed from the city without drawing the attention of Neverwinter’s tax collectors. He tells the characters that the treasure is small but its container is warded, and that they should
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
treasure secured and removed from the city without drawing the attention of Neverwinter’s tax collectors. He tells the characters that the treasure is small but its container is warded, and that they should