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Returning 6 results for 'containment wind reining'.
Other Suggestions:
contingent wind remaining
containment with raising
containment with roiling
contingent wind resting
contingent wind riding
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
conveyance devices ferry corpses from the examination slabs along a set of tracks in the floor to one of four exit chutes. The three chutes in the east wall wind to an autopsy room, a morgue, and
, characters journey to the Nevervault, a hazardous containment crypt deep beneath the Mortuary for creatures that should be dead but somehow aren’t. The defenses for the vault and several threats within are
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
conveyance devices ferry corpses from the examination slabs along a set of tracks in the floor to one of four exit chutes. The three chutes in the east wall wind to an autopsy room, a morgue, and
, characters journey to the Nevervault, a hazardous containment crypt deep beneath the Mortuary for creatures that should be dead but somehow aren’t. The defenses for the vault and several threats within are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
present, roll on the House of Liars Defenses table each round at initiative count 0. House of Liars Defenses d4 Event 1 Mocking Winds. A blast of powerful wind that sounds like Shemeshka’s laughter
away her foes and ensure certain secrets stay secret. Any creature with the incapacitated or restrained condition that spends 1 minute within the mosaic’s circle is affected by the minimus containment
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
present, roll on the House of Liars Defenses table each round at initiative count 0. House of Liars Defenses d4 Event 1 Mocking Winds. A blast of powerful wind that sounds like Shemeshka’s laughter
away her foes and ensure certain secrets stay secret. Any creature with the incapacitated or restrained condition that spends 1 minute within the mosaic’s circle is affected by the minimus containment