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Returning 35 results for 'hour means have'.
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Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of
Spells
Player’s Handbook
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Spells
Player’s Handbook
:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Magic Items
Dungeon Master’s Guide
;t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into
pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears
Divine Word
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Monsters
Strixhaven: A Curriculum of Chaos
Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at
30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour.
A charmed target must move on its turn toward the guide, trying to get within 5 feet
Magic Items
Princes of the Apocalypse
the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
After the spirit departs, the backpack’s property
is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
Monsters
Acquisitions Incorporated
disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long
-earned retirement, at which point he hopes to become a “real wizard” — by which he means a fake wizard — full time.
Monsters
Mythic Odysseys of Theros
hour, if it takes any damage, if the satyr attacks the target, or if the target witnesses the satyr attacking or damaging any of the target's allies.
Magic Resistance. The satyr has advantage on saving
possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Feather Token (Bird);Bird. You can use an action to toss the token 5 feet into
while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Feather Token (Bird);Bird. You can use an action to toss the token 5 feet into
while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after
Magic Items
Baldur’s Gate: Descent into Avernus
magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it
the box as an action, allowing access to the box’s contents.
A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"Polymorph Concoction"}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form.
Shattered Shards. The witch targets a
;
—Dunbarrow witch incantation
In the misty marsh of Dunbarrow, the witches of the Eldraine wilds scheme. They crave power by any means, and they aren’t above cheating, sacrificing, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Baphomet
Legacy
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Monsters
Out of the Abyss
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
If a humanoid spends at least 1 hour within 1 mile
Monsters
Eberron: Rising from the Last War
. The target can’t be returned to its original form by any means short of a wish spell.
2. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1
transmutation, growing eyes or eyestalks that Belashyrra can see through.
A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Flying Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you
have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
teleportation circles that the adventurers can use to expedite travel; The “Harshnag” section introduces adventurers to a frost giant who means to help them. Until the characters find a more expeditious
means of transportation, they will be doing a lot of overland traveling. Chapter 5 of the Dungeon Master’s Guide provides advice and tools to help make wilderness travel fun for you and the players
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall
unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall
unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potion of Flying Potion, Very Rare When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you
have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Pass without Trace 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour A
Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Pass without Trace 2nd-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) Duration: Concentration, up to 1 hour A
Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Travel Thanks to the industrious innovation of multiple dragonmarked houses and workshops full of magewrights, the people of Khorvaire can cross the continent in a week or less using magical means
. The lightning rail and vessels powered by bound elementals and operated by the dragonmarked houses, can carry passengers as far in an hour as a horse can walk in a day. This section discusses issues
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
following ways: The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
each hour or half hour. Other means of subterfuge such as illusions, climbing along the walls, or using flying or levitation magic automatically avoid detection, but invisibility of any kind activates
.
At the end of each hour the adventurers stay inside either derro area, there is a 25 percent chance that 2d4 derro (see appendix C) attack without warning. If the characters kill any derro, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
however you like. Use a few, use them all, or make up more of your own. On a trip of this length, checking for random events every hour is excessive. The Trade Way sees a lot of travelers and it is
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
however you like. Use a few, use them all, or make up more of your own. On a trip of this length, checking for random events every hour is excessive. The Trade Way sees a lot of travelers and it is
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Repairs In addition to the ship repair rules described in the Player’s Handbook, elemental airships can be repaired in an emergency during travel with specialized means. If the airship or one of its
crew stations has taken damage but has at least 1 Hit Point, a creature can spend 1 hour or more trying to make repairs. The creature making the repairs must be able to reach the damaged area and have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
following ways: The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.