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                        Returning 35 results for 'continues wind repeats'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"whirlwind", "rollDamageType":"Thunder"} Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success
                                                
                                            
                                                
                                                     Magic2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane ShiftLightning, Thunder
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    .
26â30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31â35
Nothing happens at the chosen point of origin. Instead, you take
                                                
                                            
                                                
                                                     30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    , the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the
                                                
                                            
                                                
                                                     directions. The water in the area moves as you direct it, but once it moves beyond the spellâs area, it resumes its flow based on the terrain. The water continues to move in the direction you
                                                
                                            
                                        
                                                    Control Water
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
                                                
                                            
                                                
                                                     beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     (Athletics) check. The Leaper. Any creature that climbs the tower hears a horrified scream. The sound of the scream originates from above, passes any climbers, moves to the towerâs floor, and then repeats
                                                
                                            
                                                
                                                     sound and a powerful wind issuing from above. Any creature that climbs more than 30 feet up the tower, using the stairs or otherwise, must make a DC 15 Strength saving throw. On a successful save, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
                                                
                                            
                                                
                                                     rusty spikes. On the other side of this area, the corridor continues.
 Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
                                                
                                            
                                                
                                                     offer. This process continues until the characters comply or none are left. Those who agree to the beholderâs terms are permitted to leave with their lives. If the characters give Xanathar the stone, it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesnât have the incapacitated condition can direct the winds to howl and propel the iceberg up to
                                                
                                            
                                                
                                                     8 miles per hour (80 feet per round) in a direction of the creatureâs choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creatureâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
                                                
                                            
                                                
                                                     communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Djinni Genie of the Air Habitat: Coastal, Planar (Elemental Plane of Air); Treasure: Arcana  As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as
                                                
                                            
                                                
                                                     cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief.
 
   Michael Broussard   
 Djinni Large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ahead of you. Its smooth and shiny surface cannot possibly have been worn down by the wind. No, this protrusion looks utterly out of place, as if it had been thrust into the ground.
 A character who
                                                
                                            
                                                
                                                     a larger structure that continues underground. Slippery Entrance Characters who search the area around the protrusion find a slippery, 5-foot-diameter tunnel that enters the ground at a steep angle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                                
                                                     ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan. Conceptopolis  Weapon of Warning (Trident), +1 Weapon (War Pick), Wind Fan, Winged Boots, Wings of Flying
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     name in the dead-book! I swear, more and more of you clueless wind up in the Cage every day. Quit flapping your bone boxes, and go back to your own burgs.â
 The tetchy pedestrian might be either a
                                                
                                            
                                                
                                                     intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the cold wind to get the better of them. Aurilâs winter spell has caused the population of Ten-Towns to dwindle and has heightened rivalries that have simmered for years, turning neighboring towns
                                                
                                            
                                                
                                                     against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns wonât hold if the mounting tribalism continues to threaten the common good.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     after defeating the last statue, six more statues animate. This process repeats until either all of the statues are destroyed or until the characters leave the cave. A statue also animates and
                                                
                                            
                                                
                                                     extraplanar origin. The cloud has a flying speed of 20 feet and is impervious to all damage and spells except the following. A gust of wind spell or similar magic can forcibly move the cloud. Casting a
                                                
                                            
                                        
                                                    Orc
                                                    
    
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        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
                                                
                                            
                                                
                                                     of crows, or a sudden gust of wind â might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     penetrates, of vast plains where grains and wildflowers wave in the wind with vibrant life. The plane embodies natureâs wildness and beauty, but it also speaks to the animal within all living creaturesânot
                                                
                                            
                                                
                                                    , creature type, Intelligence score, and ability to speak. At the end of each Long Rest, the shape-shifted creature repeats the save. On a successful save, the creature returns to its true form. After three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    F. River Ivlis Crossroads Check for a random encounter whenever the characters reach area F, unless they are accompanied by Vistani. An old wooden gallows creaks in a chill wind that blows down from
                                                
                                            
                                                
                                                     east road leads to an arching stone bridge and continues on to the village of Barovia (area E). If the characters are traveling with Vistani, the Vistani lead them along the northwest road to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
                                                
                                            
                                                
                                                     resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the separated water
                                                
                                            
                                                
                                                     water in the area moves as you direct it, but once it moves beyond the spellâs area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     stoic sentinels hold their posts through wind, storm, and flood, bound to their masterâs command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws. Spirit
                                                
                                            
                                                
                                                     scarecrowâs spirit doesnât recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . 21â25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26â30 You cast Gust of Wind
                                                
                                            
                                                
                                                    -foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    5. Raucous Mesa This chamber was sculpted by faerzress with the side effect of trapping sound. The glow of faerzress shifts across this chamber as if pushed by an unseen wind. It flows toward and
                                                
                                            
                                                
                                                     around a large mesa and continues to spiral upward, but the ceiling of the cavern is too dark and high to see. You hear murmurs and whispers coming from atop the mesa, which grow louder as you approach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     drawbridge spans the chasm, its chains creaking in the wind. Stone gargoyles stare down at you from the high walls, and a pale light spills into the courtyard from the open castle doors beyond.
 Phillip (as
                                                
                                            
                                                
                                                     drawbridge?
 
 The adventure continues from there, relying on the DMâs descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    E4. Burgomasterâs Mansion A weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside, while the left swings lazily in the wind
                                                
                                            
                                                
                                                    . The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
                                                
                                            
                                                
                                                     resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the separated water
                                                
                                            
                                                
                                                     water in the area moves as you direct it, but once it moves beyond the spellâs area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . 21â25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened. 26â30 You cast Gust of Wind
                                                
                                            
                                                
                                                    -foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
 The north end of the tunnel forms the bottom of a widening shaft that
                                                
                                            
                                                
                                                    , which continues on the other side ten feet away. Fog obscures the chasmâs depths.
 The chasm is 50 feet deep, and the lower 40 feet of it is heavily obscured by fog. At the bottom of the chasm are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     respectfully preventing the empyrean from entering the Yearning Timbers. Inside is a rare, invite-only event being hosted by Rillifane Rallathil, an elf god of nature. Manalath apologizes and calmly repeats
                                                
                                            
                                                
                                                     that Kopoha isnât on the guest list. As Kopoha grows more insistent, winds carrying the scent of a thunderstorm rise around the pair. The argument continues until the characters intervene. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     foul-smelling tumors instead of leaves as their branches wither and die. Bodies of water in the area become tainted and sometimes poisonous, and the weather might feature extremes of heat, cold, wind
                                                
                                            
                                                
                                                     the infection continues long enough, a portal opens in the corrupted environment that connects to a random location in the Abyss. Demons that happen to be near the portal can travel through it and into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle
                                                
                                            
                                                
                                                     selected or take no action at all. Once everyone has acted, the process repeats. Everyone in the battle selects an action, rolls initiative, and takes turns in order.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     other pair arrives 1d4 rounds after the first. The mezzoloths in the pyramid (area W1) pretend to not hear the war horn. Turning Windmill. The windmill is powered by ancient magic, not wind, and
                                                
                                            
                                                
                                                     continues to turn unless its blades are wholly destroyed. Each blade has AC 13, 30 hit points, and immunity to poison and psychic damage. As long as at least two blades are turning, they keep the smoke 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . A stone pier juts from one end near a winding path. A light fog clings to the trees, making whorls and eddies despite the lack of wind.
 Two spirit nagas named Valsyx and Charnyz lurk in the swamp on
                                                
                                            
                                                
                                                    , yet will never COME closer than it is NOW?â
 Valsyx emphasizes the words ânew troublemakers, come nowâ to signal Charnyz. If the characters want the riddle repeated, Valsyx repeats it at an even
                                                
                                            
                                        






