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Returning 35 results for 'designated must are'.
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designate must are
designated most are
Spells
Player’s Handbook
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space
Monsters
Guildmasters’ Guide to Ravnica
finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that
every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Lair Action (Aging)"} years older or younger (the
Word of Recall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space
Compulsion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Creatures of your choice that you can see within range and that can 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
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such
that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Aging"} years older or younger (the sphinx&rsquo
Monsters
Lost Laboratory of Kwalish
following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative
. The sphinx can choose not to reroll.
The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20;{"diceNotation":"1d20
Androsphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each creature
creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or
Antipathy/Sympathy
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
or sympathy as the aura's effect.
Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see
the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If
you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If
you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If
you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If
you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast
this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast
this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast
this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast
this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. The effects of time are altered such that every creature in the lair must succeed on a DC 15
return the caster and up to seven other creatures designated by the caster to their normal time. The sphinx shifts itself and up to seven other creatures it can see within in its lair to another
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. The effects of time are altered such that every creature in the lair must succeed on a DC 15
return the caster and up to seven other creatures designated by the caster to their normal time. The sphinx shifts itself and up to seven other creatures it can see within in its lair to another
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->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->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->Basic Rules (2014)
duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When
such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When
such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
that the plots of the Cult of the Dragon and the Red Wizards are nearing fruition. The forces of the various factions must gather in preparation for the assault on the Well of Dragons. During each
to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When
such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When
such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
that the plots of the Cult of the Dragon and the Red Wizards are nearing fruition. The forces of the various factions must gather in preparation for the assault on the Well of Dragons. During each
to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that the plots of the Cult of the Dragon and the Red Wizards are nearing fruition. The forces of the various factions must gather in preparation for the assault on the Well of Dragons. During each
to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that the plots of the Cult of the Dragon and the Red Wizards are nearing fruition. The forces of the various factions must gather in preparation for the assault on the Well of Dragons. During each
to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While
Incorporated: the royalty component.
To cast a spell that employs a royalty component (including using a spell scroll or other magic item that stores such a spell), a caster must have sufficient funds on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While
Incorporated: the royalty component.
To cast a spell that employs a royalty component (including using a spell scroll or other magic item that stores such a spell), a caster must have sufficient funds on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the following properties. Wyrmslayer. As an action, you can point the claw at a Dragon within 30 feet of you. The target must then succeed on a DC 15 Constitution saving throw or gain vulnerability to
the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the following properties. Wyrmslayer. As an action, you can point the claw at a Dragon within 30 feet of you. The target must then succeed on a DC 15 Constitution saving throw or gain vulnerability to
the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
healing magic.
1.1. Aid rendered to the Signee must be commensurate with the total value of the dice roll, as determined by the accompanying Game of Chance (defined in Section 2).
1.2. In lieu of
parties. 2. Game of Chance. When the Signee enteres into this agreement, the Signee must roll three (3) or more six-sided dice.
2.1. The Signee may choose to roll more than three (3) dice to