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Returning 35 results for 'container warded ritual'.
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon
Magic Items
Princes of the Apocalypse
A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
Monsters
Planescape: Adventures in the Multiverse
).
Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastu demodand;farastus and kelubar demodand;kelubars of its choice within 60 feet of itself into a living liquid form. Each
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
Magic Jar
Legacy
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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->D&D Beyond Basic Rules
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
. 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
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
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
. 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
. 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
. 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
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)
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Adventure Overview While the Strixhaven faculty investigate Murgaxor Grenshel and his schemes, it becomes clear that the villain has warded himself from their spells so student aid will be needed to
defeat him. The characters are called on to help track the villain to his lair and stop his wicked ritual before he siphons the life energy from everyone on campus. A Standalone Adventure If you’re
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Adventure Overview While the Strixhaven faculty investigate Murgaxor Grenshel and his schemes, it becomes clear that the villain has warded himself from their spells so student aid will be needed to
defeat him. The characters are called on to help track the villain to his lair and stop his wicked ritual before he siphons the life energy from everyone on campus. A Standalone Adventure If you’re
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Orb Wondrous item, very rare A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created
depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dran
Map 6.2 shows the setup of the ritual site and the final battle. The inky black space above is now dotted by pulses of purple and green fire. The canyon narrows, then opens again into a cavern
strange mutations. The Far Realm goblins push forward, trying to press through the portal and into your world.
Splugoth laughs. “You are too late! The ritual is under my control, and now you must hear
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dran
Map 6.2 shows the setup of the ritual site and the final battle. The inky black space above is now dotted by pulses of purple and green fire. The canyon narrows, then opens again into a cavern
strange mutations. The Far Realm goblins push forward, trying to press through the portal and into your world.
Splugoth laughs. “You are too late! The ritual is under my control, and now you must hear
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Orb Wondrous item, very rare A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created
depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18).
Liquefaction Ritual. The shator can perform a 1-minute ritual that
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, because it is warded against divination magic as a side effect of the scrivener’s binding ritual. Legend lore returns the following: “Where once was a dream of kinship and valor, disparate kin under three
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, because it is warded against divination magic as a side effect of the scrivener’s binding ritual. Legend lore returns the following: “Where once was a dream of kinship and valor, disparate kin under three
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hemipsheres go dark again as soon as there are no longer any creatures in the room. Warded Door. The door in the center of the concave wall opens by sliding into the wall, but it’s sealed by powerful
destroy that kingdom and was bound into The Scrivener’s Tale by a powerful ritual created by Zyrian. The ghost can’t open the sealed door into the great library (area H8), but Zyrian can explain how the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hemipsheres go dark again as soon as there are no longer any creatures in the room. Warded Door. The door in the center of the concave wall opens by sliding into the wall, but it’s sealed by powerful
destroy that kingdom and was bound into The Scrivener’s Tale by a powerful ritual created by Zyrian. The ghost can’t open the sealed door into the great library (area H8), but Zyrian can explain how the