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Returning 35 results for 'cube warded round'.
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 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
Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Spells
Player’s Handbook
no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
Spells
Player’s Handbook
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Spells
Player’s Handbook
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
Monsters
Van Richten’s Guide to Ravenloft
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
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
Spells
Xanathar's Guide to Everything
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from
, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates
Monsters
Mordenkainen Presents: Monsters of the Multiverse
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour
Monsters
Divine Contention
foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in
around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round
Monsters
Storm King's Thunder
wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8
charmed by the dragon until initiative count 20 on the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one
Monsters
Mythic Odysseys of Theros
":"recharge","rollAction":"Web of Hair"}. Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is difficult terrain, its area is lightly obscured, and it lasts for 1
5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.Arasta can take 3 legendary actions, choosing from the options below
Monsters
Fizban's Treasury of Dragons
.
Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round
.
Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6
Monsters
Fizban's Treasury of Dragons
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6
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
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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
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
Demilich
Legacy
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Monsters
Monster Manual (2014)
of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No
target can regain hit points until initiative count 20 on the next round.
Lair Traits
A demilich’s tomb might have any or all of the following effects in place:
The first time a non-evil
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or
cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on
Druidcraft
Legacy
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Spells
Basic Rules (2014)
the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower
effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
Web
Legacy
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Spells
Basic Rules (2014)
spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
the next round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Thickets
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.
Regional Effects
The ki
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
round.
Regional Effects
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Thickets form
Beholder
Legacy
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Monsters
Monster Manual (2014)
object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10);{"diceNotation
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No target can regain
hit points until initiative count 20 on the next round.
Lair Traits
A demilich’s tomb might have any or all of the following effects in place:
The first time a non-evil creature enters
Phantasmal Force
Legacy
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Spells
Player’s Handbook (2014)
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm
Control Water
Legacy
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Spells
Basic Rules (2014)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 area appears dark and foggy, preventing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 area appears dark and foggy, preventing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 area appears dark and foggy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 area appears dark and foggy
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
within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
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
within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
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
within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.