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                        Returning 35 results for 'gate creation 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
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    This diamond contains the blood of a creature â blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the
                                                
                                            
                                                
                                                     creature nearest to you that is related to the blood in the item and that isnât Undead. You sense the distance and direction of the creature relative to your location. The creature is either the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the
                                                
                                            
                                                
                                                    , chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys
                                                
                                            
                                        
                                                     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
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
                                                
                                            
                                                
                                                    , hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
                                                
                                            
                                                
                                                     elaborate design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds.Poison
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the
                                                
                                            
                                                
                                                    ), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker. The choldrith ignores movement
                                                
                                            
                                                
                                                     dedicated solely to her, but the devotees performed no such ritual. As revenge for the devoteesâ betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Tabaxi
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out
                                                
                                            
                                                
                                                     relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use
                                                
                                            
                                        
                                                     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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Founding Baldurâs Gate Centuries ago, the hero Balduran spent years questing in lands across the Sea of Swords and beyond. When finally he returned to his village of Gray Harbor, he brought fantastic
                                                
                                            
                                                
                                                     wealth with him, much of which he gifted to friends and family. These boons greatly improved Gray Harborâs fortunes, launching businesses, expanding its docks, and seeing the creation of a defensive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                    Founding Baldurâs Gate Centuries ago, the hero Balduran spent years questing in lands across the Sea of Swords and beyond. When finally he returned to his village of Gray Harbor, he brought fantastic
                                                
                                            
                                                
                                                     wealth with him, much of which he gifted to friends and family. These boons greatly improved Gray Harborâs fortunes, launching businesses, expanding its docks, and seeing the creation of a defensive
                                                
                                            
                                        
                                                     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->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     stolen me, please be aware that, even now, bounty hunters are coming to claim me for justice.â
 âStandard mimir introduction
  Character Creation Characters of any origin are suited for this
                                                
                                            
                                                
                                                     creating their characters. If you want to include characters who hail from Sigil, a gate-town, or other places where planar travel is common, consider using the character options in Sigil and the
                                                
                                            
                                        






