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Returning 35 results for 'govern contained location'.
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given container location
given contains location
given containers location
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Magic Items
Dungeon Master’s Guide
. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Magic Items
Dungeon Master’s Guide
or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.
In a similar
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 can’t be reopened.
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
Icewind Dale: Rime of the Frostmaiden
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Icewind Dale: Rime of the Frostmaiden
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any
Magic Items
Princes of the Apocalypse
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
apply, as detailed in chapter 5 of the Dungeon Master’s 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
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
affection for the matron mothers and priestesses that govern Menzoberranzan, Grin has no wish to see his birthplace — and its people — destroyed. If Grin sees firsthand the destruction wrought by
Menzoberranzan and what they can expect to find there, he relates the information contained in “The Way of Lolth” section. He can also describe the major districts of the city.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Master’s Call While this looks like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of
warforged who receives the message is compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arcane Portals The crew of the Lambent Zenith used the magic contained within the rod piece to create portals through which the ship could travel across the multiverse with ease. However, when the
portal appears in a random unoccupied space in the exit location. Portal Exit d6 Exit Location 1 Sterncastle deck (stern segment; area Z1a) 2 Companionway (stern segment; area Z5) 3 Starboard top deck
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge
wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and knowledge of the location of Wave Echo
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
survivors who were just outside the city at the time told of a towering wave along the Adirohit River that marked its demise; subsequent attempts to reach its former location found nothing but endless
cities as a reminder that life in Shankhabhumi can easily be swept away. Power in each city is shared between three factions—fifteen senators who officially govern the affairs of the city-state; a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mythals Mythals are some of the most powerful magic in the world of Toril, constructs that bind and shape the Weave in a particular location, sometimes so powerfully that the rules of magic or even
reality can be bent or rewritten. A mythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Destination Characters who teleport to this location from area K78 in Castle Ravenloft arrive at the point marked T on the map. Amber Sarcophagi Characters who touch the amber sarcophagi are offered
dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar earlier in this chapter). Kasimir will know when he touches the east sarcophagus in this area that he has found
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The shaft leads up to area X6. Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). West Sarcophagus. The
sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). North Sarcophagus. The vestige within this sarcophagus offers the dark gift of Savnok
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
to the 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 can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
to the 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 can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
themselves. Towns and cities are the seats of the nobles who govern the surrounding area, and who carry the responsibility for defending the villages from attack. Occasionally, a local lord or lady
areas where large expanses of fertile, arable land surround a location accessible to trade, almost always on a navigable waterway. Cities almost always have walls, and the stages of a city’s growth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Air Orb. When this orb detonates, it creates a
apply, as detailed in chapter 5 of the Dungeon Master’s 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a location or under a specific circumstance, as described in the text. It usually describes locations so the players know what’s happening and have a sense of what their characters’ options are
Supersede General Rules. General rules govern each part of the game, but the game also includes class features, spells, magic items, monster abilities, and other elements that can contradict a general
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to jump the gap falls 10 feet into area S7. S18: Security Station This is a complex location, so review it carefully before reading the following text to the players to set the scene: This area is
location to avoid the enraged brass dragon. The duodrone then activated a silent alarm and caused the light bulb on the console to flash red. Justine Jones Qaara’s Arrival. The silent alarm triggers a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
often include text in a box like this, which is meant to be read aloud to the players when their characters first arrive at a location or under a specific circumstance, as described in the text. It
Rules. General rules govern each part of the game, but the game also includes class features, spells, magic items, monster abilities, and other elements that can contradict a general rule. When an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
the purpose dig a ditch around the desired location, interrupted in places where wide paths provide access to the center of the enclosed area. Inside this ring of excavation are sections of a wooden
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their regrets. Storehouses of Lore Libraries and other places where arcane knowledge is recorded or contained are scattered across Cania, mainly to ensure that a single disastrous experiment at one
location can’t destroy the evidence of all the work conducted at other sites. In his pursuit of ever more lore, Mephistopheles combines his prodigious intellect with his obsessive nature. This combination
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the creature takes half as much damage only. L2: Lake Where a mountain spur divides two branches of the valley, an elongated, V-shaped lake extends across the pass, contained by a dam to the south
star fell south of Therno Lake, in the direction where the derro raiders typically come from. They know the location of the derro lair, and they can point the characters to it. Quest to the Derro
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
tiered, open-air ballrooms soar into the sky on the alabaster branches of wise, old sycamores. The Seven Spiritors, eidolons of revelry from the plane of Arborea, govern the gate-town. Neither living nor
gate’s current location, but the portal never stays there for long. Regional Effects The region containing Sylvania’s planar gate is influenced by the magic of Arborea, creating one or more of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
you are found and removed from the sphere. You can’t be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card’s medusa
. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw
before you can claim the keep as yours. Void Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is






