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Returning 35 results for 'descent spell'.
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descends spell
docent spell
Spells
Player’s Handbook
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Feather Fall
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Spells
Basic Rules (2014)
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Traveler, and Touched by the Far Realm: A Wizard’s Lamentable Descent into Lunacy. Tucked among these mundane tomes is Melissara’s spellbook, which bears the (right side up) Shadowdusk family crest on the
studies regarding the nature of the Far Realm. The other notes are nonsensical ravings that hint at a fractured mind slowly coming undone. The bottom drawer is sealed with an arcane lock spell cast
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
box. She can also facilitate the characters’ descent into Avernus and provide them with a map (albeit an unreliable one). Sylvira advises characters to leave the Shield of the Hidden Lord in her
and visit Sylvira’s friend, Traxigor, a wizard who can use the plane shift spell to get them to Elturel. At this wizard’s tower, they meet a hollyphant named Lulu.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
other dragonnels to help them escape. Floating Rocks The characters find their path impeded by a 30-foot ascent or descent between levels of the ruins. A character can jump between a series of floating
spell (save DC 15) for 1 minute. If you roll an odd number, a boulder falls on a random draconian, dealing 33 (6d10) bludgeoning damage to it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Order of Armorers, Locksmiths, and Finesmiths. Embric tends the forge and is an expert weaponsmith. He claims descent from the efreet of Calimshan and is prone to extreme mood swings. He has the
hit with spell attacks.) He has darkvision out to a range of 60 feet and resistance to fire damage. He speaks Common and Primordial. Avi worships Eldath, god of peace, and uses his magic to quench
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty
modifier. Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty
modifier. Elemental Affinity Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rest of her family, but she can sense that her mind is slowly being eroded by contact with the Far Realm. Fearing that her descent into madness is inevitable, she lives in a state of self-imposed
, and Dwarvish. She has the dimension door spell prepared instead of banishment. If the characters address her in a civilized manner, Melissara listens to what they have to say. She then implores them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
, Dwarvish, Elvish, Goblin, Undercommon
Challenge 13 (10,000 XP)
Spellcasting. Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to attack and pillage. The First Sundering Thousands of years after the rise of the great elven nations, hundreds of elf high mages united to cast a spell intended to create a glorious homeland for
their race. The spell succeeded, but it rippled backward and forward in time, and the land was sundered, changing the face of the world. The largest continent of this new world is now called Faerûn
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lake below the cage.
The stone door separating the mooring area from the spiral staircase (area 26) radiates auras of abjuration, conjuration, and illusion to a detect magic spell or similar effect
so hungry I could eat you alive, but I’ll settle for somethin’ else. Somethin’ livin’. Somethin’ light!”
The mouth is similar to that created by a magic mouth spell, but more powerful. A successful
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
drow who have forsaken the evil ways of their kind. I give these stories no credit, though Elminster himself swears they have validity. Never trust a drow, or the word of an archmage.
Descent into
magical energy grabbing hold of her, and she was powerless to stop it. In a panic, she reached out to the souls of the shadar-kai for more power, hoping to save herself, but the gravity of the spell had
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
broke in half during its descent, its bow section gone missing but its stern plunged backward into the seafloor like a spike.
The sandy bed around the wreckage is scattered with partially buried
seeping from the rift has suffused a 300-foot-radius hemisphere with magic similar to that of a hallow spell. The effect acts as a spell cast at 9th level, and it requires a successful DC 19 check to be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
descent through Undermountain. Such a raft is stored in area 14, and Melith makes good on her promise. Though she has great affection for Melith, Thirza sees any alliance with the characters as an
opportunity to elevate herself in the eyes of Melith’s mother, Vlonwelv. After Melith concludes her business with the characters, Thirza prepares and casts a sending spell to contact Vlonwelv. She warns
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
her former skills and intellect, and bonded to an equally special flesh golem that she wears as a costumed skin. (If you are playing through Baldur’s Gate: Descent into Avernus, this setup was one of
, treated as a permanent Leomund’s tiny hut held inside a permanent rope trick spell that can be opened only by Lynx. When the rope from the spell hangs down, it is disguised as a curtain pull in the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the fall. Flying Lulu has the ability to fly, and one or more characters might also be able to do so. Whether they possess wings or have access to magic such as a fly spell or a potion of flying
Enterprising and creative players might want their characters to find or create equipment to assist them in their descent. Parachutes, gliders, and hot-air balloons are just a few of the off-the-wall ideas
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, use the following boxed text instead: A great white dragon descends from the sky, beating its wings furiously to slow its descent. A dark, humanoid figure is mounted on the dragon’s back.
If the
Dark Duchess because she knows the White Wyrm frequents it. If the characters accept her offer, Tinjong uses her fog cloud spell to obscure them, then tries to lead everyone beyond Arveiaturace’s range
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
obelisk to the west, north, and east. They contain a dozen goblin beds made of bundled rugs and torn fabric. (The beds have nothing of value.)
A detect magic spell reveals a faint aura of divination
receives the following telepathic message in Common: “I cast my eye into the future and see in yours a perilous descent. South of here, beyond a secret passage, waits the Two-Headed King. Look to his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
initial descent into Undermountain and asks them to keep an eye out for Kressando, a 22-year-old man with fair skin and dark curly hair, trained in the arts of stealth and thievery. She also tells
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
stairs has the word “HAVEN” and a crude picture of a quill scratched into it, left by Machil before he made his descent. A narrow spiral staircase descends fifty feet from the ruins on the surface. A
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
provoked or are specifically commanded to do so by Strahd. If one or more bats within a 10-foot square on the map are attacked or caught in the area of a harmful spell, 2d4 swarms of bats form in that
crypts 37 and 38, between crypt 37 and the wall south of it, and between crypt 38 and the wall south of it. The traps can’t be perceived except with a detect magic spell, which reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
effect similar to a feather fall spell. The caretaker of the temple in 1492 DR is a human priest of Shou descent named Lorekeeper Kei Tigersteel. Though not officially an Avowed, the Lorekeeper enjoys the
, four 2nd-level spells, and six 1st-level spells (20 spell levels total) costs 1,000 gp to copy over to a new book. Works of the Avowed. Each year, Candlekeep releases a small book stamped with the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
the Devil’s Door. The relief is the key to opening the door to area T6. The door can be opened in no other way. When a creature standing within 5 feet of the relief casts a spell using a spell slot
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, affording an unobstructed view of area U2 as the characters complete their descent. Wall of Stone. When the countdown timer reaches zero, a wall of stone magically appears on the stairs at the point marked
on the map, as if created by the spell of the same name. The wall seals off the underlevel as the tower soars into the sky. U2. Rocket Boosters A four-section rocket engine is attached to the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a small arcane rune engraved above the keyhole on the journal’s lock. A character who casts the detect magic spell also sees a faint aura around the keyhole. This rune is a magical trap that triggers
. It reads, in an archaic dialect of Common, “To ye four scholars: point your eyes toward the Dragon’s light, for it guides your descent into knowledge.” This passage is a clue to unlocking the hidden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
decaying flesh from the west. P14k. A leather knapsack lies on the floor next to a door. It contains a Spell Scroll of Fly, a Spell Scroll of Fireball, and a pouch containing 30 pp. P14l. A Ring of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Deck The descent to the lower deck is chilly, wet, and unsettling. Seawater obscures the floor and sloshes against the hull. Decaying crates and barrels are scattered around, some floating freely and
-pound bars of silver (worth 5 gp each) 4 A pair of candlestick holders carved from bone to resemble dragons, worth 25 gp each 5 A fine lute with mother-of-pearl inlay, worth 50 gp 6 A spell scroll of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
succumbing to temptation, dying at the hands of fiends, and suffering eternal torture. When viewed, those images shift and swirl unsettlingly. A detect magic spell reveals that the frescoes, mosaics
outside walls of the cathedral without equipment requires a successful DC 15 Strength (Athletics) check.
Windows. Most of the cathedral’s windows were shattered during the descent into Avernus, but the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, read the following to set the scene: The city’s descent into Avernus has taken its toll on this once beautiful chapel. Nearly all the stained glass windows along the outside walls have been smashed, and
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed






