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Returning 35 results for 'manner south with only above for for lower'.
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Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
. While most modrons are the lower-ranked base modrons—monodrone;monodrones, duodrone;duodrones, tridrone;tridrones, quadrone;quadrones, and pentadrone;pentadrones—the upper-tier hierarch
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks.
Disintegration. If
from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
modrons are the lower-ranked base modrons—monodrone;monodrones, duodrone;duodrones, tridrone;tridrones, quadrone;quadrones, and pentadrone;pentadrones—the upper-tier hierarch modrons hold
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The octon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The octon has advantage on initiative checks.
Disintegration. If the
are the lower-ranked base modrons—monodrone;monodrones, duodrone;duodrones, tridrone;tridrones, quadrone;quadrones, and pentadrone;pentadrones—the upper-tier hierarch modrons hold
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the
spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the hexton makes an Intelligence check (DC 10 + the spell’s level). On a success, the
Monsters
Baldur’s Gate: Descent into Avernus
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical
can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he’s privy to all manner of dealings that might otherwise escape the attention
Monsters
Bigby Presents: Glory of the Giants
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
Move Earth
Legacy
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Spells
Basic Rules (2014)
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these
Spells
Xanathar's Guide to Everything
rating 1 or lower
3–4
Four demons of challenge rating 1/2 or lower
5–6
Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretch
’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this
Spells
Xanathar's Guide to Everything
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell
Spells
Xanathar's Guide to Everything
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil
. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Through the Sea Caves Skullport can be reached by traveling through a series of natural caverns and magical locks that stretch from the South Sea Caves on Waterdeep’s shore to the River Sargauth far
loom above the retaining wall. This contraption was designed to lift a vessel of almost any size, swing it over the wall, and lower it down the other side to the River Sargauth 100 feet below. Skullport
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. All areas of the upper level of the temple are illuminated by braziers, lamps, or magical light. All areas of the lower level are dark except for the south cell in area B11 and the training room (area B12).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
What’s on the Bill? People come from across Breland to experience the Menthis art scene. All manner of entertainment can be found in this quarter, from bawdy Lower Menthis events to the traditional
, Lower Menthis) 4 Galifar Triumphant. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis) 5 The Late Count. A comic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hour You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. d6 Demons Summoned 1–2 Two demons of challenge rating 1 or lower 3–4
Four demons of challenge rating 1/2 or lower 5–6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Using the Golden Vault If you’re using the Golden Vault as a patron, a golden key is delivered to the characters in whatever manner you deem fit. When the characters use this key to open their music
box, the lid pops open and a soothing voice says the following: “Greetings, operatives. The Golden Vault needs you to obtain the true names of three powerful denizens of the Lower Planes: the pit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lower
3–4 Four demons of challenge rating 1/2 or lower
5–6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as manes or dretches, and you choose the
they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X36. Lower West Hall Glistening amber coats the walls and ceiling of this enormous hall like sculpted honey, and dust covers the black marble floor. The vaulted ceiling is twenty-five feet high. Set
off their perches and lie shattered on the floor.
An amber door in the north wall stands open. Four other amber doors to the west and south stand closed.
The animal statues represent different kinds of familiars, and they are harmless.
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
leading north, a fast-moving stream flows south. One of them, the human and smaller of the two, is missing a boot and is avoiding putting weight on a bandaged foot.
Surprise
If the bandits are
caught unawares by the start of combat, they are surprised. This means they have Disadvantage on their Initiative roll: they roll the d20 twice and must use the lower roll.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
into a dirt path that leads to Van Richten’s Tower on Lake Baratok (area V). One branch heads south, becoming Tsolenka Pass (area T) as it winds through the lower mountains and clings to the side of
Mount Ghakis. A third branch heads west toward the Wizard of Wines winery and vineyard (area W), dipping south as it changes from a road into a gravel trail. Standing at the intersection of the Old
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge. Dedicated spellcasters gain access to 6th-level spells at 11th level, including
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
south in the same manner. A cold wind blows from the south tunnel, generated above the subterranean lake the stream flows into (accessed via area 30 or area 39). Numerous barrels, casks, and buckets
within it, and leads back to the underground spring that is the stream’s source. The tunnel to the south is higher, leaving an ample air space along which the brisk wind is channeled. Characters can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil Calamities All manner of multiversal threats might unfold in Sigil. The Sigil Calamities table suggests plots for grand adventures in the City of Doors. Sigil Calamities d8 Calamity 1 Sigil
out why. 4 Reliable portals throughout Sigil begin to malfunction. Chaos ensues as citizens vanish to unknown planes in a mass. 5 A portal to the front lines of the Blood War opens in the Lower Ward
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
beyond the range of the characters’ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
leading down to area Z2, which leads to the uppermost ledge of the chasm. Alternatively, characters can use magic or climbing gear to lower themselves down into the chasm. Map 2.4: cackling chasm View Player Version
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
7. Throne Room Antechamber The smell of incense fills this room, and rich tapestries cover the walls. On the south wall, a chute large enough only for a Small character to squeeze through lets in
light from outside. If the characters spoke properly to the statues in area 1, an unfamiliar voice is heard to whisper as they enter this area: “Humility proffered in the manner of Mystril shelters those
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
7. Throne Room Antechamber The smell of incense fills this room, and rich tapestries cover the walls. On the south wall, a chute large enough only for a Small character to squeeze through lets in
light from outside. If the characters spoke properly to the statues in area 1, an unfamiliar voice is heard to whisper as they enter this area: “Humility proffered in the manner of Mystril shelters those
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
City Government Sharn has many people in positions of power: beadles, ministers, bailiffs, and all manner of minor functionaries and officials. But ultimate power rests in the hands of the City
Lower Central. Since taking her seat, she has fought to improve conditions for the lower classes of Sharn, and she has made many enemies on the council and beyond. 3 Thurik Davandi (gnome) represents
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and they can’t be extinguished except in the manner described above. Any character searching the skull and succeeding on a DC 15 Wisdom (Perception) check notes that the lower jaw is hinged. A stout
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It suggests the characters take the south passage to the river, then follow the current down to Wyllowwood (level 5). It’s happy to let them descend to lower levels of Undermountain, for it plans to
behind the characters (using the passage that enters area 15 from the south) while it keeps the characters engaged in conversation. At the same time, it calls the three chuuls from area 16 to come at






