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Returning 35 results for 'creating warding remote'.
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Spells
Player’s Handbook
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the
Monsters
Bigby Presents: Glory of the Giants
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
threatened, it wields thunder and wind to demolish its enemies.
Regional Effects
The region surrounding a scion of Memnor is altered by the giant’s magic, creating one or more of the
Monsters
Bigby Presents: Glory of the Giants
have the deafened condition for 1 minute.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating
, creating one or more of the following effects:
Compulsory Offering. The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel
Species
Eberron: Rising from the Last War
familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and taverns licensed by
reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
Monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
away in a more remote chamber, draped in illusion spells and protected by traps and magical alarms. When triggered, those alarms summon the dragon’s minions and allies first, followed by the
Monsters
Fizban's Treasury of Dragons
.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
2
Exile
5
Sightseer
3
Fugitive
6
Wanderer
Where Are You From?
The most important decision in creating a far traveler background is determining your homeland. The places
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single
, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities. Whether or
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities. Whether or
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Bodyguards, mercenaries Shadow Phiarlan
Thuranni
Elf
Elf
Entertainment, espionage
Entertainment, assassination
Storm Lyrandar Half-elf Air and sea transportation Warding Kundarak Dwarf Banking, storage, prisons
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they wander off course? How do you avoid creating a boring play session of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
they wander off course? How do you avoid creating a boring play session of uninterrupted slogging across a rocky wasteland? One solution is to think of an outdoor setting in the same way you think
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Bodyguards, mercenaries Shadow Phiarlan
Thuranni
Elf
Elf
Entertainment, espionage
Entertainment, assassination
Storm Lyrandar Half-elf Air and sea transportation Warding Kundarak Dwarf Banking, storage, prisons
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city, each serving a familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and
government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Icehorn Mountains separate the Demon Wastes from the Eldeen Reaches. A series of canyons known as the Labyrinth further separate the Demon Wastes from the rest of Khorvaire. Due to ancient warding magic
Carrion Tribes. If you’re creating a character from the Demon Wastes, you’re likely associated with either the Ghaash’kala or one of the Carrion Tribes.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Icehorn Mountains separate the Demon Wastes from the Eldeen Reaches. A series of canyons known as the Labyrinth further separate the Demon Wastes from the rest of Khorvaire. Due to ancient warding magic
Carrion Tribes. If you’re creating a character from the Demon Wastes, you’re likely associated with either the Ghaash’kala or one of the Carrion Tribes.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city, each serving a familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and
government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Glyph of Warding 3rd-level abjuration Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or
successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
off soft green, blue, and purple light. Hoard Chamber. The dragon’s hoard is hidden away in a more remote chamber, draped in illusion spells and protected by traps and magical alarms. When triggered
flow with a rocky dam, creating a small pool in which to bathe and raise aquatic delicacies. Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
off soft green, blue, and purple light. Hoard Chamber. The dragon’s hoard is hidden away in a more remote chamber, draped in illusion spells and protected by traps and magical alarms. When triggered
flow with a rocky dam, creating a small pool in which to bathe and raise aquatic delicacies. Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchise features, paying staff, creating merchandise with proper branding, settling legal issues, and more are all encompassed by the baseline cost for a franchise’s headquarters, a multiplier from
enterprise 20 gp
Settlement enterprise (guildhall, inn, tavern, shop, and so forth) 120 gp
Sailing ship, including all port fees 200 gp
Remote enterprise (fort, lighthouse, trading
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchise features, paying staff, creating merchandise with proper branding, settling legal issues, and more are all encompassed by the baseline cost for a franchise’s headquarters, a multiplier from
enterprise 20 gp
Settlement enterprise (guildhall, inn, tavern, shop, and so forth) 120 gp
Sailing ship, including all port fees 200 gp
Remote enterprise (fort, lighthouse, trading