Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 31 results for 'dispelled spot'.
Other Suggestions:
dispelled slot
dispelled span
Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
Spells
Player’s Handbook
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Major Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and
Spells
Xanathar's Guide to Everything
exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It
to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It
to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds
might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds
might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell
last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
targeted by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes
the spell last until dispelled. Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a mythal at Qualinost. A city of moon-pale stone, its many towers stand hundreds of feet tall, and bridges of alabaster arc impossibly through its sky like pale rainbows. A mythal can’t be dispelled
mythals that were created to protect the capital of a great empire of elves that stood on the spot over two thousand years before the city’s founding. The elves left for Evermeet upon the order of their
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
struggling to roll a boulder up the hill, while a devil drives them on. Above the hill in the ceiling is a glowing spot that illuminates the entire chamber with an eerie silver light.
A cobblestone path
magical aspect that affects any creatures that walk into the region. If the effect isn’t instantaneous and isn’t related to a spell, it can be dispelled with dispel magic cast as a 5th-level spell (or at a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
coins, jewels, and art objects lies on the floor in the 20-foot-square area marked on map 16. The treasure pile is an illusion that can be dispelled (DC 16). A detect magic spell reveals its illusory
overlooking the planet Toril.
Blazutranc and Meteoranzym are slumbering beneath the treasure pile. Characters who approach quietly and succeed on a DC 14 Wisdom (Perception) check spot the gleaming
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Remains of Tammeraut Map 7.5: The Pit of Hatred View Player Version Map 7.5 shows the seafloor in the vicinity of the sunken hull, including the spot where the rift that seals the Pit of Hatred
neutralized using dispel magic. If the effect is dispelled, it returns in 24 hours. While the effect is active, celestials cannot enter the area. Each time another sort of non-undead creature enters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
who have a passive Wisdom (Perception) score of 15 or higher spot the medusas and aren’t surprised by them. Banquet This painting’s extradimensional space contains a 15-foot-long banquet table covered
Yams. Any creature that eats from the plate of candied yams is targeted by a faerie fire spell (save DC 15) that affects only it and lasts for 1 hour or until dispelled. Cheese-Stuffed Peppers. Any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
consecutive nights loitering around the docks spot Heldar, a drunk half-elf sailor (bandit), leaving the Muleskull Tavern (on Ship Street in the Dock Ward). Characters who follow Heldar can save him from
(all commoners). If Skeemo realizes he’s being followed, he casts fly and takes to the air. If the effect is dispelled or the characters maintain pursuit, he casts greater invisibility on himself and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds or less that is left unattended atop the altar rises until it is levitating 1 foot above the surface. This levitation field can’t be dispelled but is suppressed in an antimagic field. If a humanoid
silhouette of a drow sewn into it. If the characters find the silhouette in one curtain, they gain advantage on checks made to spot the silhouette hidden in each of the other two curtains. Each silhouette
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can’t be dispelled. It hovers 200 feet above the ground and rotates slowly counterclockwise, completing one revolution every hour. Chultans call it the Heart of Ubtao because the earthmote is vaguely
might weaken some of Omu’s defenses. If the characters have no way to reach the earthmote when they first encounter it — or at least, no way for everyone to reach it — eventually they spot an elf
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Intelligence (Investigation) check. The glyph can be dispelled by dispel magic, but there is no nonmagical way to disarm it. It can be avoided only by entering the temple through another entrance. L2. Flooded
. If the characters infiltrate the temple without alerting the aboleths, the characters spot the creatures floating above the rubble on the east side of the chamber, arguing in Deep Speech over whether
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled (DC 15), or until N’ghathrod takes another lair action. The duplicate has
20 Wisdom (Perception) spot a tiny hole at the base of the wall that separates this cabin from area 13d. Two feet above this hole, lodged inside the wall, is a sending stone. (The matching stone can be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice. The arched ceiling is covered with icicles.
This chamber is lit by a permanent dancing lights spell that can be dispelled (DC 17). Characters who succeed on a DC 10 Wisdom (Perception) check spot
dispelled (DC 17) or examined by someone who has truesight. It reads “Sixth, hide thyself behind a mask.” Y23. Ythryn Mythallar This enormous artifact is enclosed within the force field surrounding the
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
and hot stew mingles with unusual spices and perfumes. Hijinks. Unless already dispelled, a pair of old umbrellas and a dented bucket sit propped below the business sign to catch the acidic drips to
second or third adventure, he has their favorite spot reserved for them. “Reckon you could do it, then?” Miklos offers free lodgings to the party for the duration of their stay if they can do him a
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
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
example: cure wounds instantaneously restores hit points to a creature. Because the spell’s duration is instantaneous, the restoration can’t be later dispelled. And you don’t suddenly lose hit points if you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to Kolat Towers, they find the place cleared out and the teleportation circle in area K22 permanently dispelled. Masks of Manshoon. The masks belong to Manshoon and have been worn by him in the past
once Xanathar’s death is confirmed. He has no intention of making good on this promise, but refusing to work for him puts the characters in a tight spot, since the evil archwizard can’t risk exposure
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a trap (see below). The door cannot be broken down or otherwise smashed, and attempting to do so triggers the trap. A successful DC 18 Intelligence (Investigation) check allows a character to spot
. 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
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
of the Watch are familiar with the city’s patriars and possess a well-developed ability to spot pretenders. Many Watch members interact with citizens from the other districts only at the gates, and
effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a replacement
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, members of the Watch are familiar with the city’s patriars and possess a well-developed ability to spot pretenders. Many Watch members interact with citizens from the other districts only at the gates
the effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Evermoors is a vast, unsettled area of fog-shrouded hills, cold bogs, rocky ridges, and small peaks. Adventurers crossing this expanse might spot the occasional castle ruin or crumbled tower — a
gains the benefit of Grandfather Tree’s bless spell. It disappears after 1 hour, or when it drops to 0 hit points, or when it is dispelled (DC 15). Avenging Animals d4 Animal(s) 1 2 brown bears 2 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Regional Effects The region containing a legendary black dragon’s lair is warped by the dragon’s
dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
characters whose combined Strength is 30 or higher. Inside, a dragonpriest lies imprisoned, kept alive by virtue of a sequester spell that is dispelled with a flash of green light when the sarcophagus
closed and fitted with a bell that clangs if someone opens the door without doing so very slowly. With a successful DC 15 Wisdom (Perception) check, someone who carefully opens the door might spot the bell