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Returning 35 results for 'designate save rings'.
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designate save range
designated save ring
designate some ranges
designate save ring
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Spells
Player’s Handbook
.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space
and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral
Spells
Player’s Handbook
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Spells
Player’s Handbook
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Monsters
Forgotten Realms: Adventures in Faerûn
Aura of Dread. Creatures in a 10-foot Emanation originating from the Zhentilar have their Speeds halved while in the Emanation. The Zhentilar can designate creatures to be unaffected by the
":"Psychic"} Psychic damage.
Spellcasting. The Zhentilar casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Command, FearThe Zhentilar&rsquo
Spells
Forgotten Realms: Heroes of Faerûn
save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.
In addition, you have
its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful
Spells
Forgotten Realms: Heroes of Faerûn
a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first
time on a turn or ends its turn there. A creature makes this save only once per turn.
In addition, whenever a creature in the Cylinder casts a spell, that creature makes a Constitution saving throw
monsters
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15) from one of five rings, and while Grappled, it has the
its next turn. Success: Half damage only.
Spellcasting. The angel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC
Monsters
Waterdeep: Dragon Heist
-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following
“Teleporter Rings”).Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2/day each: enlarge/reduce, speak with plants
1
.
“Right now, you are a feeble stick, but I will help you grow some rings.”
—Borogrove, Tuinvale treefolk
Bludgeoning, PiercingFireOaken Boon. The treefolk blesses one creature other
Spirit Guardians
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the
creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral
Compulsion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.
Each affected target must use as
spells
Forgotten Realms: Heroes of Faerûn
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature
Spells
Xanathar's Guide to Everything
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.
1. Red. The creature takes 10d6 fire damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation
or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the
first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation
or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the
first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cosmic Horror Adventure Sites Cosmic horror is rarely overt save at critical moments, relying on creating subtle but growing unease and leaving details to the imagination. Cosmic Horror Adventure
Sites d8 Adventure Site
1 A hidden floor of the royal library
2 The ninth basement beneath a family home that seems normal from the outside
3 A decrepit manor, empty save for staff
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can
use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can
use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with
a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. Supernatural Defense At
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or
is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers Order Effects 1 Red. Failed Save: 12d6 Fire damage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or
is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers Order Effects 1 Red. Failed Save: 12d6 Fire damage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
castle, learn how to find R04M using a damaged magic item called a mimir, and witness unnatural events plaguing the plane. Part 3: Unity of Rings reveals Shemeshka’s role in a planes-warping plot and
sees the characters recover their memories and lost abilities. From there, the characters must save a group of lost modrons carrying information dangerous to the stability of the planes and ultimately decide whether to maintain the status quo of the multiverse or reshape it to their design.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. Rings Left to Right: Shooting Stars, Three Wishes, and Spell Turning
within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with
type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
only the violet layer. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
only the violet layer. 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devils — fodder for the front lines of the Blood War. The characters have several ways to save the city at its most desperate hour (see “Endgame in Elturel”). To save Elturel without redeeming Zariel, the
sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus