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                        Returning 21 results for 'gases contingency level'.
                    
                
                        
                            
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                                        gains contingent level
                                    
                                
                                    
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
                                                
                                            
                                                
                                                     Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the
                                                
                                            
                                        
                                                    Contingency
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency
                                                
                                            
                                                
                                                     spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
 Range: Self
 Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
 Duration: 10 days
 Choose a spell of
                                                
                                            
                                                
                                                     level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
                                                
                                            
                                                
                                                     Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
                                                
                                            
                                                
                                                     Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
 Range: Self
 Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
 Duration: 10 days
 Choose a spell of
                                                
                                            
                                                
                                                     level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    -scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an
                                                
                                            
                                                
                                                    Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
                                                
                                            
                                                
                                                     failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wind Wall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute A wall of strong wind
                                                
                                            
                                                
                                                     failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     demilich lingers, for the passages and rooms of the tomb are fraught with traps, poison gases, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid
                                                
                                            
                                                
                                                     characters of a certain level—though high-level adventurers are certainly necessary—but for players who enjoy a mental challenge and DMs who want to put their own spin on this truly unique dungeon.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a fan and a feather)
 Duration: Concentration, up to 1 minute
 A wall of strong wind rises
                                                
                                            
                                                
                                                     much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wind Wall Level 3 Evocation (Druid, Ranger) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a fan and a feather)
 Duration: Concentration, up to 1 minute
 A wall of strong wind rises
                                                
                                            
                                                
                                                     much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 Telekinesis
 Teleportation Circle
 Wall of Force
 Wall of Stone
 6th Level
 Chain Lightning
 Circle of Death
 Contingency
 Create Undead
 Disintegrate
 Eyebite
 Flesh to Stone
 Globe of
                                                
                                            
                                                
                                                    Wizard Spells  Cantrips (0 Level)
 Acid Splash
 Chill Touch
 Dancing Lights
 Fire Bolt
 Light
 Mage Hand
 Mending
 Message
 Minor Illusion
 Poison Spray
 Prestidigitation
 Ray of Frost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
                                                
                                            
                                                
                                                     create airtight seals, keeping gases and gaseous creatures from passing through them; exceptions are noted in the text. A one-way door can be manually opened only from one side (the other side has no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     passage or through a set of doors, gradually falling back to the corridor to the lower level. While the characters offered no quarter and slew every giant or other creature encountered with absolute
                                                
                                            
                                                
                                                     cinders and sharp rocks that make walking cross-country difficult (and noisy). The area is lit by night with dim red light, both from flaming gases that shoot forth out of the bowels of the earth and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Wizard Spell List This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
                                                
                                            
                                                
                                                     means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.  Cantrips (Level 0 Wizard Spells)   Spell School Special   Acid Splash Evocation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     of Force Evocation C Wall of Stone Evocation C   Level 6 Wizard Spells   Spell School Special   Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
                                                
                                            
                                                
                                                    Wizard Spell List This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     modrons are caught in the shifting realm of Gzemnid, a beholder god of deception, gases, and obscurement. Shemeshka discovered the modrons in Tyrant’s Spiral, an ever-shifting part of Gzemnid’s Realm
                                                
                                            
                                                
                                                     an opportunity to familiarize themselves with their new powers. Unused portions of this adventure, Sigil and the Outlands, Morte’s Planar Parade, or even another anthology of D&D adventures can provide level-appropriate threats. When the characters are ready, proceed with the following section.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place
                                                
                                            
                                                
                                                     immune to this trait.
 Spellcasting. The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    Locations on the Entrance Level The following locations are identified on map 6.5. 1. Entry Passage The floor here is polished obsidian, and great wall hangings can be seen by the characters as soon
                                                
                                            
                                                
                                                     gases that spurt from the walls. One of the tapestries on the south wall screens the entrance to the royal apartment (areas 4–7). 3. Throne Room and Audience Chamber  Two steps of white-veined black
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     volcanic gases wash over a dragon as it sleeps.
 With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great
                                                
                                            
                                        





