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Returning 35 results for 'gust consort locations'.
Other Suggestions:
gift comfort locations
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Spells
Player’s Handbook
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
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.
Monsters
Princes of the Apocalypse
, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Legendary Resistance (3/Day). If Yan-C-Bin fails a saving throw, he
windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations.
If Yan-C-Bin is
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Drow Favored Consort Nearly all priestesses of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding
, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Drow Favored Consort Nearly all priestesses of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding
, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might also get involved. Unfortunately for the adventurers, the dragons are not necessarily any more concerned for their well-being than the Lords of Dust are, and the characters might have to consort
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might also get involved. Unfortunately for the adventurers, the dragons are not necessarily any more concerned for their well-being than the Lords of Dust are, and the characters might have to consort
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
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->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->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Malbolge’s avalanches, causing injuries that are agonizing but never fatal. Some locations on the mountain are shielded from the rockfall by structures that have projections pointing upslope so that
avalanches wash around the protected areas beneath. Roofed trenches and tunnels make travel between locations possible, if perilous. A Singular Iconoclast Of all the Lords of the Nine, Glasya is the most
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Malbolge’s avalanches, causing injuries that are agonizing but never fatal. Some locations on the mountain are shielded from the rockfall by structures that have projections pointing upslope so that
avalanches wash around the protected areas beneath. Roofed trenches and tunnels make travel between locations possible, if perilous. A Singular Iconoclast Of all the Lords of the Nine, Glasya is the most
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T4-T7) T4. Supply Room A jumbled pile of supplies lies on the floor of this open cave and spills into a narrow hallway beyond.
This cave holds what remains of the
damage on a successful one. Creatures that don’t need to breathe are immune to the gas, as are the crawling claws. A gust of wind spell or similar magic disperses the gas. Skull in a Jug. Vargas Kancia
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T4-T7) T4. Supply Room A jumbled pile of supplies lies on the floor of this open cave and spills into a narrow hallway beyond.
This cave holds what remains of the
damage on a successful one. Creatures that don’t need to breathe are immune to the gas, as are the crawling claws. A gust of wind spell or similar magic disperses the gas. Skull in a Jug. Vargas Kancia
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
manifests only as a gust of cold wind flowing silently past. From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil
spell attacks). He can innately cast the following spells, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
manifests only as a gust of cold wind flowing silently past. From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil
spell attacks). He can innately cast the following spells, requiring no material components:
At will: gust of wind, invisibility, lightning bolt
2/day each: chain lightning, cloudkill, haste
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image
3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending
4th level: fabricate, ice
progress, all of the pieces are in their starting locations. The constructs don’t attack unless one of them is attacked first, or unless they are commanded to do so by Sansuri or Thullen. A chess piece
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image
3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending
4th level: fabricate, ice
progress, all of the pieces are in their starting locations. The constructs don’t attack unless one of them is attacked first, or unless they are commanded to do so by Sansuri or Thullen. A chess piece
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tavern Locations The following area descriptions are keyed to map 1.4. L1. Main Deck Describe this area to the players as follows: The main deck of the old ship features wooden steps that climb to
boots, a bottle of fine wine (10 gp), a bundle of letters from an unnamed admirer, and Laraelra’s spellbook, which contains all the spells she has prepared plus identify, gust of wind, magic weapon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tavern Locations The following area descriptions are keyed to map 1.4. L1. Main Deck Describe this area to the players as follows: The main deck of the old ship features wooden steps that climb to
boots, a bottle of fine wine (10 gp), a bundle of letters from an unnamed admirer, and Laraelra’s spellbook, which contains all the spells she has prepared plus identify, gust of wind, magic weapon
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
caster to the desired location. The spirit can’t be harmed. Gust of Wind. The wind carries the scent of flowers. Maze. The demiplanar labyrinth created by the spell resembles a thorny hedge maze. Phantom
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
caster to the desired location. The spirit can’t be harmed. Gust of Wind. The wind carries the scent of flowers. Maze. The demiplanar labyrinth created by the spell resembles a thorny hedge maze. Phantom
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
caverns. Strong winds, such as those created by the gust of wind spell, cause the gases to dissipate for 5 minutes before they refresh. During this time, a cavern is dark. Modron Tracks. A rut of tracks
condition until initiative count 0 of the next turn or until the eye is destroyed. Tyrant’s Spiral Locations The following locations are keyed to map 15.1. This map is divided into six smaller maps
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
caverns. Strong winds, such as those created by the gust of wind spell, cause the gases to dissipate for 5 minutes before they refresh. During this time, a cavern is dark. Modron Tracks. A rut of tracks
condition until initiative count 0 of the next turn or until the eye is destroyed. Tyrant’s Spiral Locations The following locations are keyed to map 15.1. This map is divided into six smaller maps
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following locations are keyed to the map of the Lykortha Expanse. Map 18.1: lykortha expanse View Player Version L1. Entrance Ahead, a darkened cave mouth beckons from
while avoiding contact with the fog. Pulsing with arcane power, she blows the fog away before collapsing. She recovers after 1 minute with only a hazy memory of what she did. A gust of wind spell or






