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Returning 14 results for 'dispelled ignore are bleak'.
Other Suggestions:
dispelled ignore are bear
dispelled ignore are break
dispelled ignores are block
dispelled ignore are blend
dispelled ignore are blink
Monsters
Candlekeep Mysteries
place, and everyone has their role.”
Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.”
Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Monsters
Waterdeep: Dungeon of the Mad Mage
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
every minute. A successful dispel magic spell cast on the illusion (DC 16) ends it. The unseen servants ignore visitors, but they attack if their work is interrupted or if the illusion of Halaster is dispelled.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
place, and everyone has their role.” Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.” Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
warmth are illusions with which the characters can interact (see “Joining the Ball” below). The scene can be ended with a successful dispel magic spell (DC 19). If the illusory ball is dispelled, the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Faerie Pest Tarry not in Tuinvale,
Ignore the flowers’ heady scents.
Take no thing, stay to the trail
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Shields, cover, and other modifiers to AC? The target of Barkskin has an Armor Class of 17 if its AC is lower than that. This means the target effectively ignore any modifiers to its AC—including any armor
whether a spell’s effects can be dispelled or suspended, you need to answer one question: is the spell’s duration instantaneous? If the answer is yes, there is nothing to dispel or suspend. Here’s why: the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whispering through countless lichenous mouths. This effect can’t be dispelled. Improvise how the arrogant god comments on the characters’ situation. Gzemnid always refers to itself in the third
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
other modifiers to AC? Barkskin specifies that your AC can’t be lower than 16 while you are affected by the spell. This means you effectively ignore any modifiers to your AC—including your Dexterity
you wonder whether a spell’s effects can be dispelled or suspended, you need to answer one question: is the spell’s duration instantaneous? If the answer is yes, there is nothing to dispel or suspend
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
has no substance and objects pass right through it. If the illusion is not dispelled (DC 16), it disappears after 5 minutes. The magic then resets, triggering again the next time one or more intruders
, though the skitterwidgets ignore commands spoken more than 30 feet away from them. The ring cannot control the kiddywidgets in area U2, even if they become skitterwidgets. A character needs to spend
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
glyph has gone off, or if it is dispelled, the ritual rod can be safely moved, destroyed, or disassembled. The glyph doesn’t activate if the rod is moved without anyone touching it or approaching it
before they arrived at the keep. Their only solace has been watching the behir kill Gremorly. They know his ghost is trapped here, too. The ghosts initially ignore the characters, but they notice if the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rot disease (see the Dungeon Master’s Guide) from minute parasites. 66–70 Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move
transformed into a giant spider, as if by the polymorph spell. The spell lasts for 1 hour or until dispelled. 76–80 One random creature in the region must succeed on a DC 16 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The magic of traps A and C can be dispelled, or can be suppressed for 1 minute with a successful DC 10 Intelligence (Arcana) check. Trap A. With a successful DC 12 Wisdom (Perception) check, a
breath weapon against the darkmantles because the weight of the boulders makes it hard for her to breathe. When the characters engage the darkmantles, the monsters ignore the dragon to focus on the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throw or have the prone condition. The umber hulks ignore this effect. Tunnel. If the characters excavate the entrance to the tunnel through which the umber hulks entered this cavern, they find it runs
can’t be dispelled—the magic is woven into the construction of the sphere. Iggwilv delighted in using her old rival’s signature spell against his efforts to spy on her and locate her treasures. Hidden






