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                        Returning 35 results for 'crushing warded range'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    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 spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a
                                                
                                            
                                                
                                                     new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
                                                
                                            
                                                
                                                     decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
                                                
                                            
                                                
                                                     Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
                                                
                                            
                                                
                                                     ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
                                                
                                            
                                        
                                                     Monsters
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    . Melee or Ranged Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Destructive Fist"} to hit, reach 10 ft. or range 120 ft., one target. Hit: 36 (4d12 + 10);{"diceNotation
                                                
                                            
                                                
                                                    ":"4d12+10","rollType":"damage","rollAction":"Destructive Fist","rollDamageType":"force"} force damage. If the target is an object, it takes triple damage.
Crushing Leap. If the servant jumps at least 25
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollType":"to hit", "rollAction":"Rock"} to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4);{"diceNotation":"6d10+4", "rollType":"damage", "rollAction":"Rock", "rollDamageType":"bludgeoning
                                                
                                            
                                                
                                                     temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    . Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Vine"} to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6", "rollType":"damage", "rollAction":"Crushing
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ":"1d20+6","rollType":"to hit","rollAction":"Necrotic Bolt"} to hit, range 120 ft., one creature. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Necrotic Bolt","rollDamageType
                                                
                                            
                                                
                                                     extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (4d4 + 3);{"diceNotation":"4d4+3", "rollType":"damage", "rollAction":"Poison Jab", "rollDamageType":"piercing"} piercing damage, and the target
                                                
                                            
                                                
                                                     unoccupied space out of the maschin-i-bozorg’s path. On a failed save, the creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Crushing Stride", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    "} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Drown","rollDamageType":"piercing"} piercing damage plus 4 (1d8
                                                
                                            
                                                
                                                    );{"diceNotation":"1d8","rollType":"damage","rollAction":"Drown","rollDamageType":"cold"} cold damage.In the Water Node
When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Eye Beam"} to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Eye Beam
                                                
                                            
                                                
                                                     emotions, choosing one of the following options:
Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Eldritch Turret"} to hit, range 300 ft., one target. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war
                                                
                                            
                                        
                                                    Sanctuary
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a
                                                
                                            
                                                
                                                     failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded
                                                
                                            
                                        
                                                    Alarm
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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 area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm
                                                
                                            
                                        
                                                    Private Sanctum
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
                                                
                                            
                                                
                                                     warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
                                                
                                            
                                        
                                                    Mordenkainen's Private Sanctum
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
                                                
                                            
                                                
                                                     warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re
                                                
                                            
                                                
                                                     advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Sanctuary 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the
                                                
                                            
                                                
                                                     spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Sanctuary Level 1 Abjuration (Cleric) Casting Time: Bonus Action
 Range: 30 feet
 Components: V, S, M (a shard of glass from a mirror)
 Duration: 1 minute
 You ward a creature within range. Until
                                                
                                            
                                                
                                                     the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Sanctuary 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the
                                                
                                            
                                                
                                                     spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Sanctuary Level 1 Abjuration (Cleric) Casting Time: Bonus Action
 Range: 30 feet
 Components: V, S, M (a shard of glass from a mirror)
 Duration: 1 minute
 You ward a creature within range. Until
                                                
                                            
                                                
                                                     the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Mordenkainen’s Private Sanctum Level 4 Abjuration (Wizard) Casting Time: 10 minutes
 Range: 120 feet
 Components: V, S, M (a thin sheet of lead)
 Duration: 24 hours
 You make an area within range
                                                
                                            
                                                
                                                     the spell provides, choosing any of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Mordenkainen’s Private Sanctum Level 4 Abjuration (Wizard) Casting Time: 10 Minutes
 Range: 120 feet (Square)
 Components: V, S, M (a thin sheet of lead)
 Duration: 24 Hours
 You make an area
                                                
                                            
                                                
                                                     within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
                                                
                                            
                                                
                                                     version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                                
                                                     2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Mordenkainen’s Private Sanctum 4th-level abjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
                                                
                                            
                                                
                                                     chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                                
                                                     2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                                
                                                     twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                                
                                                     twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
                                                
                                            
                                                
                                                     warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
                                                
                                            
                                        






