Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'is remains from power space the down'.
Magic Items
Dungeon Masterâs Guide
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands
free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Spells
Playerâs Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Monsters
Monster Manual
Haunted Zone. Constitution Saving Throw: DC 17, any creature that casts a spell while inside the revenantâs space. Failure: The spell fails and is wasted.
Undead Restoration. If the revenant
dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another Gargantuan object or structure elsewhere on the same plane of existence; it now
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move
Magic Items
Dungeon Masterâs Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
a living creature specified in the figurineâs description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for
Magic Items
Dungeon Masterâs Guide
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself
. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and your allies, and it obeys your commands
Spells
Playerâs Handbook
transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
Magic Items
Dungeon Masterâs Guide
physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Spirit Jar"} days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lichâs lair.Multiattack. The lich
Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, ScryingProtective Magic. The lich casts Counterspell or Shield
Spells
Playerâs Handbook
You touch up to four nonmagical Arrows or Crossbow Bolts;Bolts and plant them in the ground in your space. Until the spell ends, the ammunition canât be physically uprooted, and whenever a
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
Spells
Playerâs Handbook
that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly
appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation
Magic Items
Dungeon Masterâs Guide
. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
Spells
Playerâs Handbook
feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
Spells
Playerâs Handbook
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
Spells
Playerâs Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Playerâs Handbook
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
Spells
Playerâs Handbook
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
Magic Items
Dungeon Masterâs Guide
, and attacks you.
91â95
A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your
appears in an unoccupied space as close to you as possible. The creature isnât under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
Magic Items
Dungeon Masterâs Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If
Spells
Playerâs Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you canât see what occurs outside it, and any Wisdom (Perception) checks you make to hear
to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Magic Items
Dungeon Masterâs Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Spells
Playerâs Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creatureâs name, you can speak that name when you cast this spell to request that creature
Spells
Playerâs Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
Magic Items
Dungeon Masterâs Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn
Magic Items
Dungeon Masterâs Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
Magic Items
Dungeon Masterâs Guide
â60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isnât under your control, acts as it normally would, and
normal size and remains overgrown for 1 minute.
65â68
An object of the DMâs choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
Magic Items
Dungeon Masterâs Guide
serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesnât create new shadows
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can
see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.Warlocks of the Archfey gain their powers through magical pacts forged with lords
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
or carrying, turns invisible and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains invisible until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first.
. If the seeker lacks the room to become Large, it attains the maximum size possible in the space available.
Change Shape (1/Day). The seeker magically transforms to look and feel like a Medium
Monsters
Planescape: Adventures in the Multiverse
Multiattack. The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell
"} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
Monsters
Quests from the Infinite Staircase
":"bludgeoning"} bludgeoning damage and has the prone condition.
If the maschin-i-bozorg remains in the prone creatureâs space, the creature also has the restrained condition until itâs no longer in
Overheat. When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC
Magic Items
Bigby Presents: Glory of the Giants
Larger and more roughly hewn than typical figurine of wondrous power;figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an
action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a
Magic Items
Dragonlance: Shadow of the Dragon Queen
helm is maintaining concentration, the citadel remains motionless in its space.
Transfer Attunement. You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature
attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends.
Crash. Should the flying citadel helm be destroyed, the citadel it is installed on loses power and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without an invitation from one of the occupants.
Misty Form. The mist can occupy another creatureâs space and vice versa. In addition, if air can pass through a space, the mist can pass through it
doesnât require air or sleep.Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed
Monsters
The Wild Beyond the Witchlight
to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.Skylla, who sometimes goes by the alias Charmay, forged a
their back on me.â
Ideal. âPower is what I crave. One can never have too much of it.â
Bond. âBaba Yaga is my patron, and she has taught me to be self-reliant. Nevertheless, I






