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Returning 35 results for 'gentle conjured location'.
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Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of
Monsters
Spelljammer: Adventures in Space
Instant Tools
This charm allows you to magically conjure a set of artisan’s tools, navigator's tools;navigator's tools, or thieves' tools;thieves' tools. The conjured tools appear either in
environment. These gentle creatures protect nature, considering themselves as its humble custodians. Chwingas live inside plants, rocks, and springs far from civilization.
Chwingas resemble 6-inch-tall
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.
If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragon’s control. A lair
Monsters
Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
dragon.
Moonstone Dragon Lairs
Often, a moonstone dragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of
Spells
Lost Laboratory of Kwalish
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
Spells
Xanathar's Guide to Everything
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb
Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
triggered, the caster hears a scream.
Bigby’s hand: The conjured hand is skeletal.
Find familiar: The familiar is undead—not a celestial, fey, or fiend—and is immune to features that turn undead
location. The spirit can’t be harmed and doesn’t speak.
Fog cloud: Misty, harmless claws form in the fog.
Gust of wind: A ghastly moan accompanies the summoned wind.
Mage hand: The summoned hand is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
effects within range. OLGA DREBAS A sprite casts Druidcraft
to make flowers blossom Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location
flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Modifications At your discretion, a spell can be modified cosmetically to enhance the corrupting nature of Avernus. Here are some examples: Bigby’s Hand. The conjured hand is a fiendish claw. Find
Familiar. The familiar is an imp. Find Steed. The steed is a nightmare. Find the Path. An imp appears and begrudgingly guides the caster to the desired location while complaining the whole time
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Chwinga Chwingas are tiny elemental spirits that adapt easily to any habitable environment. These gentle creatures protect nature, considering themselves as its humble custodians. Chwingas live
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won’t abandon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
their high prices, for a public walkway along the cliff’s edge offers pedestrians ample opportunity to enjoy the view. The North Ward’s colors are green and orange, and its mascot is the gentle white
Waterdeep Deity or Deities Temple Name Location All deities Holyhands House North Ward All elven deities Temple of the Seldarine Castle Ward Gond House of Inspired Hands Sea Ward Helm Helm’s Hall
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Birthplaces and Hometowns Your character might hail from a location steeped in giants’ history and primordial magic. From ancient ruins to underground caverns to elemental nexuses, this section
. You may have encountered giants during your time underground—particularly families of gentle stone giants or talented smithing guilds of fire giants. To you, the surface world is just a long
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
marching order, and read the following text to that character’s player: You feel a gentle tap on your shoulder but see nothing behind you. If the character who is touched by Ezmerelda reacts in an
darkness. Rahadin directs the characters to a random location in the castle, determined by rolling a d6: d6 Location 1 Chapel (area K15) 2 Audience hall (area K25) 3 Study (area K37) 4 Tower roof (area
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Couatl Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins. Divine Caretakers. Couatls were
sense its emotions, read its thoughts, or detect its location.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Level Spells 1st bane, false life 3rd gentle repose, ray of enfeeblement 5th revivify, vampiric touch 7th blight, death ward 9th antilife shell, raise dead Circle of Mortality At 1st level
an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Lulu’s Dream Quest Before they can retrieve the Sword of Zariel, the characters must learn the location of the Bleeding Citadel, which is trapped in Lulu’s hidden memories. When Mad Maggie becomes
conjured dreamscape, characters can take psychic damage from hostile dream-creatures and other effects. A character reduced to 0 hit points by this psychic damage is unconscious but stable, and unable
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
events and possible dangers. Even a hag living in a remote, isolated location is aware of goings-on that involve her neighboring hags, whether through magical communication, personal visits, or
, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arkhan’s Tower He wears the hand of evil, yet his goal remains just beyond his fingertips. — The Cartographer When the characters arrive at this location, read or paraphrase the following boxed text
slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch
4th
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes. If Nafas is destroyed, all these effects
. The creature also inherits Nafas’s palace and all it contains. If the creature refuses, Nafas gains a new body in 1d10 days, regaining all his hit points and appearing in a random safe location on the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
display enough strength, the hags might believe the characters could actually slay Xabazhut. In that case, the characters might be able to convince the hags to betray the dragon by revealing the location
of Xabazhut’s lair (area G14), the location of the plants needed for the sleeping concoction (areas G13, G20, and G24), or other information that might help the characters. The hags offer to exchange
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Lady Wachter casts gentle repose spells on the corpse to keep it from deteriorating. If the characters come to Wachterhaus looking for help to overthrow the burgomaster, Lady Wachter is all ears and
, mending, thaumaturgy
1st level (4 slots): command, purify food and drink, sanctuary
2nd level (3 slots): augury, gentle repose, hold person
3rd level (2 slots): animate dead, create food and water
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
off the coast. Its base at sea level is ten feet across, and it tapers to a point forty feet above the water. Through the clear, gentle waves, you can see that it extends down into a coral reef that
named Laffa, who sought the location of this laboratory. Fear of discovery prompted Zikran to pack up and leave in a hurry. (Gazre-Azam reveals that Laffa was an adventuring wizard. Laffa and his
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
effort, both in game and around the table. What should a headquarters look like initially? Do the characters prefer to travel by land or by sea, or to operate from a fixed location? Is a ruined keep
, a beat-up fishing boat, a dilapidated store or farm, or any similar structure or site. The DM might direct the characters toward a single ideal location, or might provide a range of options for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ghosts reward the characters with a charm of heroism as they depart (see “Charms” in chapter 7 of the Dungeon Master’s Guide). Golem Diver Captain Xendros (see location 7 in Saltmarsh) wants the statue in
attacks. It fights until reduced to 100 hit points and then flees. What Really Happened. The culprit is none other than Keledek the Unspoken (see location 6 in Saltmarsh). After using research and magic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
-Seeing Orb brings the characters to this location. The portal is not affected by the wards against teleportation magic that fill the tomb. Stepping through the portal brings you into the center of a
bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
buried pyramid that marks the location of the Lost City of Cynidicea is the tomb of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with traps, accessible only by
takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such as a conjured wall
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
you are using the “Lost Things” adventure hook and the character hasn’t yet found what they’re looking for, the mirror might show the character its location and a route the character can take to get
there’s no way for the user to know what creature will appear. The creature summoned by a jewel depends on the jewel’s color, as noted in the Conjured Fey table. The jewel vanishes when the creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
placed in the proper location. Without both the light and the shadow, the carving is incomplete and can’t be viewed in its true form. For example, a tale carving made with these special techniques tells
artistry. Tradition and honor demand that it be crushed into gravel and a new speaking stone begun. Gentle Giants? Newcomers who know only about the stone giants’ focus on artistry might think them to be a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
Emerald Enclave. Its harvests are crucial to cities throughout the North, Waterdeep in particular. See chapter 2 for more information on this location. Suggested Encounter If the adventure didn’t begin
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
upon reaching this area. She can’t remember why this particular location frightens her, and convincing her to enter the cave requires some gentle coaxing. The stench of rot pervades the air in this
. Ancient mushrooms as large as trees loom overhead, and puddles of stinking goo dot the floor.
The spores from area L4 have fully incubated by the time the characters reach this location. Any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Villa The following areas correspond to the labels on map 6.1. The villa connects to the temple of Asmodeus through a secret door in area C28. If the occupants or features of a location
still searching for the Stone of Golorr in chapter 4, you can include in this journal a clue regarding the stone’s location. (If the Cassalanters have the stone, it’s hidden in area C6 when it’s not in






