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Returning 35 results for 'masses strips with only all for for level'.
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makes stress with only all for for level
makes strike with only all for for level
makes stairs with only all for for level
makes strikes with only all for for level
makes string with only all for for level
Monsters
Planescape: Adventures in the Multiverse
area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by
":"Darkweaver Webs (Cocoons)"} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6;{"diceNotation":"1d6
Backgrounds
Guildmasters’ Guide to Ravnica
. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Orzhov Guild Spells
Spell Level
Spells
Cantrip
friends, guidance
1st
finest pleasures money can buy.
4
No one could doubt that I am a cut above the masses of pitiful peasants that infest the city.
5
I can’t stand to spend a zib more than necessary to
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
all of them.)
Dimir Guild Spells
Spell Level
Spells
Cantrip
encode thoughts, mage hand
1st
disguise self, sleep
2nd
detect thoughts, pass without trace
Monsters
Mythic Odysseys of Theros
the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the
Arasta’s Web of Hair must succeed on a DC 21 Constitution saving throw, or the creature takes 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollDamageType":"force"} force damage and any spell of 6th level or lower on it ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 11-16: Masters of the Realm By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Legend Lore 5th-level divination Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Legend Lore 5th-level divination Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Shadow Fears. The darkweaver instills frightful magic into
masses. Darkweaver Cocoon Contents d6 Contents 1 Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
denied admittance to Dweomercore (level 9), and Halaster robbed him of his spellbook. The Mad Mage has promised to return the book once Kavil completes his work. (In fact, Halaster has misplaced the
his disintegration. Netherskull’s primary goals are to destroy Halaster and take over Undermountain. Arch Gate to Level 18. The arch in the north wall is one of Halaster’s magic gates (see “Gates”). The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
orderly, split into two levels connected by a ramp made from zurkhwood planks. The upper level contains a fully furnished laboratory, while the lower level has two bunk beds. The wall of the lower level
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Second Floor The second level was once a key defensive point for the fortress, but it was put to a different purpose by the hermits. The following locations are identified on map 7.3. Map 7.3
chamber’s inner wall. The stairs rise to an open trapdoor in the celling.
Formerly an armory, this room has stored ever-accumulating masses of junk since the hermitage’s founding. All kinds of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
observation hut has one level above the walkway and another below it.
When the characters enter this building, they smell the pungent algae within a large fountain bubbling up from the center of the
floor of the lower level. This is a naturally occurring spring. A pockmarked stone carving in the shape of a stylized, anthropomorphic wave surrounds and collects the water. Javenesh Stoutclaw (neutral
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stilts. Each hut is 15 to 20 feet above the path of wooden planks that runs the length of the ledge below them. The huts’ interiors are lined with animal pelts and thick strips of bark. Each hut
the room is not in use, a lone goblin stands guard inside the room near the eastern door, which is sealed shut with a wooden crossbar and has a shuttered peephole at goblin eye level. If someone knocks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Armor and Shields D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging
includes gauntlets. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Plate. Plate
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
downward slope, bringing the characters 20 feet beneath street level. N2: Half-Collapsed Chamber The soft lapping of water echoes through this wide chamber. Wood and stone debris from collapsed
. Three four-foot-tall burbling masses slink through the muck.
The sewage is 1 foot deep and difficult terrain. The three burbling masses are awakened piles of undead sludge, sloughed from the cult’s
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.
A creature with the codicil in its possession has resistance to cold damage
these pages are the following wizard spells:
1st level: alarm, detect magic, identify, magic missile, shield, Tasha’s hideous laughter, thunderwave
2nd level: arcane lock, continual flame
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
fails a saving throw, she can choose to succeed instead.
Magic Resistance. Isperia has advantage on saving throws against spells and other magical effects.
Spellcasting. Isperia is a 15th-level
, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
from the skies and occasionally found trapped in webs. Within 1 mile of Arasta’s lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as
creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends.
(RAOUL VITALE) Arasta as a Mythic Encounter Arasta is a formidable enemy under normal circumstances, but to give
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Expanded Ziggurat In the days of Cynidicea’s fall, the elder evil Zargon slithered up into the city and fed on the panicking masses. As its cult took over the city, Zargon returned to the tunnels
For each hour the party spends on this level, roll a d6. On a roll of 1, the characters encounter 1d4 + 1 cultists led by a cult fanatic looking for sacrifices. Each cult member wears a gold mask of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Upper Level Locations Dyson Logos Map: Starglass Waypoint Upper LevelView Player Version The following locations are keyed to Map: Starglass Waypoint Upper Level. S13: Balcony This 10-foot-high
balcony overlooks the eastern end of the outpost’s lower level (areas S2, S3, S7, and S8). Made of smoothly sculpted stone, the balcony has 3-foot-high railings that consist of taut metal cables strung
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 2 Map 9.2: Lyn Armaal, Levels 2-6 View Player Version 9. Cloud Stair This staircase has been sculpted from the clouds, with steps that are 3 feet high and 6 feet deep. At the top
elementals guard the gatehouse at all times, attacking creatures that attempt to move unescorted across the bridge. The elementals are visible as swirling masses of air with dark areas resembling
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
High Hall Cathedral Three levels make up the High Hall cathedral: the cathedral level (areas H1 through H6), the choir level (areas H7 through H9), and the catacombs level (areas H10 through H17
. Grand Foyer The foyer holds two circular stairwells, each leading up to area H7 on the choir level. Decorated pillars here depict symbols and scenes representative of Torm. Curtains, some of them shredded
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
1st level or higher. The mechanisms in turn can be repaired with a successful DC 16 Intelligence (Arcana) check; if the character has proficiency with tinker’s tools, this check is made with advantage
touching it and expending a spell slot of 1st level or higher. Once recharged, the buckets continuously move between the forge and the mining tunnels’ storage chamber (area Z18). A character attempting to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
possibilities of the multiverse seep into their brain. On a failure, overwhelming theoretical possibilities impose one level of exhaustion on the character. On a successful save, the character gains a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Locations Before the characters descend into the dungeon, allow them to advance to 4th level. The following area descriptions are keyed to map 1.6. V20. Cellar The characters might enter this
ceremonial dagger stolen from Tiamat’s hoard: a curved ivory blade bearing Draconic runes that spell out “Fang,” along with a bone hilt wrapped in leather strips and studded with gemstones. A mending
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the arena floor, held in place by magic. At ground level, the oval arena is 120 feet long and 50 feet across at its widest point. The three masts are 100 feet tall, spaced 40 feet apart, and emit
prison: A maze of cell-lined corridors fills this area.
All the cell doors, which have arcane lock spells cast on them, are made of iron, with small, barred windows set into them at eye level. Many of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Points Divide 2,000 XP equally among the characters if the party drives away Venomfang. Given their level, the characters aren’t likely to slay the dragon, but it is worth 3,900 XP. 8. Old Smithy This
masses of rot. However, a small wooden case is hidden in a compartment beneath the storage shelves. A character searching through the wreckage can find the case with a successful DC 15 Wisdom (Perception






