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                        Returning 35 results for 'gate covers location'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and canât be reopened.
                                                
                                            
                                                
                                                     item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     the mirror and facing away from it.
Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the
                                                
                                            
                                                
                                                     damage from the spell.
The spellâs area canât overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                    .
61â64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass thatâs already there grows to ten times its
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    âs Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically
                                                
                                            
                                                
                                                    . Creatures can communicate telepathically with you only if you allow it.
Lordâs Amulet. This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     forests, although they adapt well to urban and subterranean settings.
Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywildâs
                                                
                                            
                                                
                                                     covers every surface, muffling sound.
A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to anotherâenabling it to sneak up on
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked cardâs name and teleport to the cardâs location, along with any equipment you are
                                                
                                            
                                                
                                                     action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spellâs portal rings. When the spell ends, the deck reappears in
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
                                                
                                            
                                                
                                                     or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountainâs magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns.
Companions. Avarice has a pair of loyal gargoyle;gargoyles named Gargle and Gurgle who
                                                
                                            
                                                
                                                     the Monster Manual but is a fiend instead of a beast.
Spellbook. Avariceâs spellbook has white leather covers and vellum pages. The tieflingâs personal sigil is burned into the front cover
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
                                                
                                            
                                                
                                                     can see within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24
                                                
                                            
                                        
                                                     Magic Items
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be
                                                
                                            
                                                
                                                     again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     apply, as detailed in chapter 5 of the Dungeon Masterâs Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
                                                
                                            
                                                
                                                     effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . This effect can be undone only by the Wish spell, divine intervention, or similar magic.
Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your
                                                
                                            
                                                
                                                     drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
                                                
                                            
                                        
                                                    Portable Hole
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the
                                                
                                            
                                        
                                                    Bag of Holding
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside
                                                
                                            
                                        
                                                    Handy Haversack
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
                                                
                                            
                                                
                                                     by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature
                                                
                                            
                                        
                                                    Heward's Handy Haversack
                                                    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
                                                
                                            
                                                
                                                     by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                                
                                                     of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
                                                
                                            
                                        
                                                    Plane Shift
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a
                                                
                                            
                                                
                                                     creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     of locks used to protect and seal.
House Kundarak
Leader: Morrikan dâKundarak
Headquarters: Korunda Gate (Mror Holds)
If you want to keep something safeâjewels, secrets, prisoners
                                                
                                            
                                                
                                                     Kundarak manticore emblem is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and
                                                
                                            
                                        
                                                    Forbiddance
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral
                                                
                                            
                                                
                                                     overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     ring of keys to unknown locks, a blank book, an ink pen or quill, a bottle of black ink, a set of travelerâs clothes, and a pouch containing 10 gp
Feature: Planar Infusion
Living in a gate
                                                
                                            
                                                
                                                    -town or a similar location steeped you in planar energy. You gain the Scion of the Outer Planes feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    , Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.Karas Chembrylâs Lair
Karas operates from a hideout deep beneath the city of Baldurâs Gate. The hideout contains
                                                
                                            
                                                
                                                     shrines to the Dead Three and her research about lore or
Artifacts related to those gods. Only Karasâs most trusted confidantes know her hideoutâs location.
Karas extends her connection to the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of FaerĂ»nâs great metropolises, such as Waterdeep or Baldurâs Gate
                                                
                                            
                                                
                                                    , or a less populous location, perhaps Luskan or Yartar â any place thatâs large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
 The
                                                
                                            
                                                
                                                     magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves. The
                                                
                                            
                                                
                                                     magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     target has Three-Quarters Cover.  Cover   Degree Benefit to Target Offered By...   Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
                                                
                                            
                                                
                                                     Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target Total Canât be targeted directly An object that covers the whole target  Unseen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     target has Three-Quarters Cover.  Cover   Degree Benefit to Target Offered By...   Half +2 bonus to AC and Dexterity saving throws Another creature or an object that covers at least half of the target
                                                
                                            
                                                
                                                     Three-Quarters +5 bonus to AC and Dexterity saving throws An object that covers at least three-quarters of the target Total Canât be targeted directly An object that covers the whole target  Unseen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     gate to Arborea lies in the woods near Sylvania, but it changes location randomly, rarely settling in a location for more than a day. Locals can explain the gateâs wandering nature, but they canât
                                                
                                            
                                                
                                                    .
 Sylvaniaâs residents welcome the characters and can answer questions about locations in the town and the gate (see the following section). As the characters explore the gate-town, any of the events
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the character is in Baldurâs Gate â though, at the DMâs discretion, they might have applicable effects in situations similar to those in Baldurâs Gate. These location-based features do not replace
                                                
                                            
                                                
                                                    Baldurâs Gate Character Backgrounds This section presents new backgrounds suitable for creating characters from Baldurâs Gate, along with notes on adapting characters who have backgrounds drawn from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Exploring This Level All location descriptions for this level are keyed to map 12.  View Player Version   A 2-foot-thick layer of fog covers the floor in many of the Maze Levelâs tunnels and caves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     pressed on, finishing her gate spell with skill and confidence.
 âThe gate is open!â she cried. âMalkizid, come forth!â
 Before Sarya a great ring or hoop of golden magic coalesced from the air. Through
                                                
                                            
                                                
                                                     it she glimpsed the realm of Malkizid, an infernal wasteland of parched desert, windswept rifts, and black, angry skies torn by crimson lightning. Then, through the gate, the archdevil Malkizid
                                                
                                            
                                        






