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Returning 35 results for 'crossing warnings ritual'.
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Circle of the Moon
Legacy
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Classes
Player’s Handbook (2014)
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where
they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar
races
walls.
That golden age came crashing down in a single night, when the founding mages of Ulmyr’s Gate attempted an ambitious ritual intended to part the veil and create a permanent portal to the
individuals have left or fled their former home, crossing through the Ethereal Rift to roam the mortal world. Though they resemble the people they once were, they are both more and less—creatures of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. But the messengers failed—the kingpriest and his followers dismissed the warnings as the work of evil and continued on their path. As the hour of the kingpriest’s ritual to attain godhood arrived
The Cataclysm As a last effort to avoid mass destruction, the gods sent the Thirteen Warnings, a series of signs meant to deter the kingpriest. Trees wept blood, fires raged unnaturally, and cyclones
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. But the messengers failed—the kingpriest and his followers dismissed the warnings as the work of evil and continued on their path. As the hour of the kingpriest’s ritual to attain godhood arrived
The Cataclysm As a last effort to avoid mass destruction, the gods sent the Thirteen Warnings, a series of signs meant to deter the kingpriest. Trees wept blood, fires raged unnaturally, and cyclones
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar. 2 Crystal Cave. This cave is filled with natural
table allows you to randomly determine the characteristics of a fey crossing that allows passage to and from a Domain of Delight. Your Domain of Delight can have as few or as many Fey crossings as you
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar. 2 Crystal Cave. This cave is filled with natural
table allows you to randomly determine the characteristics of a fey crossing that allows passage to and from a Domain of Delight. Your Domain of Delight can have as few or as many Fey crossings as you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the
ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
shards now, but the fanatics need as many obelisk fragments as possible to ensure their ritual will succeed. The Sawplees’ map reveals the locations of three other fragments: an abandoned dwarven
temple called Talhundereth, the crypt beneath it, and a subterranean trading nexus called Gibbet Crossing. These locations are in the Starmetal Hills, several days northeast of Phandalin. In the previous
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the
ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
shards now, but the fanatics need as many obelisk fragments as possible to ensure their ritual will succeed. The Sawplees’ map reveals the locations of three other fragments: an abandoned dwarven
temple called Talhundereth, the crypt beneath it, and a subterranean trading nexus called Gibbet Crossing. These locations are in the Starmetal Hills, several days northeast of Phandalin. In the previous
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Wizard)
Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a short reed)
Duration: 24 hours
This spell grants up to ten willing creatures of your choice within range the
: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
ANDREW MAR Spells like Water Breathing and Water Walk
assist visits to aquatic realms.
This spell
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
flayer fanatics plan to enact a ritual to transform Phandalin’s townspeople into mind flayers. The characters must follow the mind flayers into their Underdark stronghold and then into the Far Realm
Talhundereth, an ancient dwarven temple that fell to mind flayers centuries ago. The second lies in the Crypt of the Talhund, below Talhundereth. The third lies in Gibbet Crossing, an abandoned Underdark
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
flayer fanatics plan to enact a ritual to transform Phandalin’s townspeople into mind flayers. The characters must follow the mind flayers into their Underdark stronghold and then into the Far Realm
Talhundereth, an ancient dwarven temple that fell to mind flayers centuries ago. The second lies in the Crypt of the Talhund, below Talhundereth. The third lies in Gibbet Crossing, an abandoned Underdark
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
aware of the characters’ interest in accessing these hidden memories, she offers to perform a ritual that creates a dreamscape in which the hollyphant’s memories can be perceived. For Mad Maggie, the
ritual is its own reward, as the hag longs to know everything Lulu knows about the fall of Zariel. After making some preparations, Mad Maggie creates a fiendish circle on the ground, and arranges
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
aware of the characters’ interest in accessing these hidden memories, she offers to perform a ritual that creates a dreamscape in which the hollyphant’s memories can be perceived. For Mad Maggie, the
ritual is its own reward, as the hag longs to know everything Lulu knows about the fall of Zariel. After making some preparations, Mad Maggie creates a fiendish circle on the ground, and arranges
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
either form, serve as warnings to others about places of ill fortune. More formal shrines to Beshaba exist in places where folk frequently hope to ward off misfortune. These sites tend to be posts or
offerings made. The Red Wizards of Thay commonly erect such shrines outside their ritual chambers to guard against unfortunate mistakes. Few dare to take Beshaba as a patron. The rare clerics of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature’s
its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays. At the end of its service, a spectator might discorporate back into
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
either form, serve as warnings to others about places of ill fortune. More formal shrines to Beshaba exist in places where folk frequently hope to ward off misfortune. These sites tend to be posts or
offerings made. The Red Wizards of Thay commonly erect such shrines outside their ritual chambers to guard against unfortunate mistakes. Few dare to take Beshaba as a patron. The rare clerics of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature’s
its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays. At the end of its service, a spectator might discorporate back into
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp. Crossing the Moat. The characters can use the drawbridge to cross the moat. They can instead
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
more people into the castle. Searching the corpses uncovers 750 gp, 50 pp, and a jeweled ring worth 250 gp. Crossing the Moat. The characters can use the drawbridge to cross the moat. They can instead
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
combatants. While Qunbraxel fights, the mind flayer telepathically berates the characters with dire warnings and predictions such as the following: “The ritual will devastate Phandalin! You bear witness to
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
combatants. While Qunbraxel fights, the mind flayer telepathically berates the characters with dire warnings and predictions such as the following: “The ritual will devastate Phandalin! You bear witness to
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
crossing the horizon. Then the blindfolds are removed as the faithful intone a paean to Kruphix. The hope is that Kruphix will choose to reveal himself at the climax of the ritual, whether by the appearance
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
crossing the horizon. Then the blindfolds are removed as the faithful intone a paean to Kruphix. The hope is that Kruphix will choose to reveal himself at the climax of the ritual, whether by the appearance
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
.
Veneranda This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
.
Veneranda This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
likely to disrupt the ritual, the druids attack. Sauruki tries to hang back and fight cautiously. He repeatedly makes the sign of the water cult, crossing his forefingers and touching his thumbs, hoping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
likely to disrupt the ritual, the druids attack. Sauruki tries to hang back and fight cautiously. He repeatedly makes the sign of the water cult, crossing his forefingers and touching his thumbs, hoping