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Returning 35 results for 'direction instantly are boat'.
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Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane
Spells
Player’s Handbook
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space
Monsters
Monster Manual
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
there instantly rises as a Zombie under the death tyrant’s control and takes its turn immediately after the death tyrant on the same Initiative count.
Spells
Player’s Handbook
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
Magic Items
Princes of the Apocalypse
ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change
direction to fly around corners.
When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.
Magic Items
The Wild Beyond the Witchlight
only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along
its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Magic Items
Icewind Dale: Rime of the Frostmaiden
of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn
touches the globe, other than an artifact or the mythallar’s cradle, is disintegrated instantly (no save).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
6 levels of exhaustion, it dies and instantly transforms into a living manes (see the Monster Manual) under the sibriex’s control. The transformation of the body can be undone only by a wish
Moonbeam
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t
assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher
Sibriex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any
reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.The sibriex can
Gate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is
possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
who were surprised can’t act until the next round. A character can use an action and a pair of oars to row the jolly boat 10 feet horizontally in any direction along the gravity plane shared by
Topolah’s asteroid and the Second Wind. Unlike the jolly boat, Big Momma flies through space like a fish through water and can move in any direction. Belly of the Beast If slain, Big Momma regurgitates a partially digested dwarf skeleton wearing a fish suit (see the Astral Adventurer’s Guide).
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Situation 1 Youngsters struggle to land their boat. The boat is 20 feet from the shore and drifting away. A character who swims to the boat can pilot it in by succeeding on a DC 14 Wisdom (Survival
using any magic that restores hit points. 3 A couple sits shivering beside an unlit stack of firewood, staring off in the direction of Vogler. Lighting the fire through any means calms the couple and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. We All Float Down Here A dead grimlock in a forlorn passageway is evidence of danger on the underground river. 11a. False Boat Tethered to the mouth of a narrow cave at water level is what
appears to be an intact wooden rowboat that can hold up to four characters and their equipment. The boat and its tether are, in fact, a Large mimic with 67 (9d10 + 18) hit points. The mimic adheres to any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moored at the river’s edge and ferried by a black-robed tiefling skeleton clutching a 10-foot pole, which it uses to guide the boat.
The gondola and the skeletal ferryman are all creations of Halaster
Common and Infernal, but can’t speak. It plies the River Sargauth in whichever direction its riders want to go. When the characters reach their destination, the tiefling extends a bony hand, expecting a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
, after which the third signal flashes from the ship. It drops anchor and waits for the arrival of a boat from shore. A small group of smugglers approaches the ship in a rowboat. When it arrives, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front
. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front
. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it. The portal has a front and a back on each plane where
it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it. The portal has a front and a back on each plane where
it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult’s wagon masters, then by other merchants who are traveling in the same direction at the same time. Merchants from different companies commonly join together to form larger trains for
can make that trip downstream in about three days if it ties up overnight for safety, or two if it risks pushing on through the night by lamplight. Frume has already arranged for such a boat to leave at
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible
subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cult’s wagon masters, then by other merchants who are traveling in the same direction at the same time. Merchants from different companies commonly join together to form larger trains for
can make that trip downstream in about three days if it ties up overnight for safety, or two if it risks pushing on through the night by lamplight. Frume has already arranged for such a boat to leave
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
. He’s a sour-faced fellow with a drooping mustache and an arrogant manner. Reash is instantly suspicious of strangers. Reash uses the curtained area as his private quarters, while the reavers make do
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and sneak up on them. Taking a boat downriver, landing, and sneaking back is also a viable option. The area atop the cliffs is wooded, but an open field lies below and behind the soldiers’ position
. Scaling the 30-foot-tall cliffs is simple enough, but unless they are distracted, the soldiers notice anyone climbing the cliff or approaching from another direction. If the characters reach the top of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
been hidden in the House of Knowledge — Oghma’s temple in Neverwinter — will take more time and effort than Omin predicted. Leaving Neverwinter, the characters head north in the direction of Silent
Sound. But even as the lighthouse comes into view, they spot a small boat under attack by creatures from the deep. If they rescue the crew, the characters might find a business opportunity that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
side and do not see or hear intruders who don’t give themselves away. Thus, whether the alarm is raised or not depends on a number of factors: from which direction the boat approaches the ship
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Teleport Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing
direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Teleport Level 7 Conjuration (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing
direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.






