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Returning 35 results for 'measured some with opens above from for level'.
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Magic Items
Dungeon Master’s Guide
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Magic Items
Dungeon Master’s Guide
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
Monsters
Candlekeep Mysteries
the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): charm person, witch bolt
2nd level (3 slots): alter self, suggestion
3rd level (3 slots): dispel
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
Daern's Instant Fortress
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost
regains hit points equal to half the amount of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it
Instant Fortress
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Magic Items
Basic Rules (2014)
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Abyssal Rift"}. Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must
, teleport, wishNegate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or
Wizard
Legacy
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Classes
Basic Rules (2014)
circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users
Magic Items
Phandelver and Below: The Shattered Obelisk
small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.
Containment. The
pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden
Monsters
Eberron: Rising from the Last War
one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
An eye opens on a solid surface within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Planar Ally 6th-level conjuration Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a
sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Planar Ally Level 6 Conjuration (Cleric) Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known
gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Planar Ally Level 6 Conjuration (Cleric) Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known
gift of treasure. Some creatures might exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 GP per minute. A task measured in hours
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Planar Ally 6th-level conjuration Casting Time: 10 minutes Range: 60 feet Components: V, S Duration: Instantaneous You beseech an otherworldly entity for aid. The being must be known to you: a god, a
sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. Level Effect 1 Disadvantage on ability checks 2 Speed
current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. Level Effect 1 Disadvantage on ability checks 2 Speed
current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between higher-level adventures might be measured in months or years.
over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly. Allowing characters to pursue side interests between
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
campaign isn’t driven by material wealth. Even when you go on expeditions, the University will lay claim to most of the treasures you find. Instead, the rewards of Morgrave adventures are measured in
use story-based advancement instead of standard XP. Level advancement could be based on time: player characters gain one level each semester, leveling up after finals. Alternately, advancement could
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
49. Arch Gate to Level 14 Arch. A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Secret Door. A secret door opens into a dusty
book turns to dust as the gate opens, even if it is a spellbook. Characters must be 13th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the
Monsters
Fizban's Treasury of Dragons
out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
an area suffused with faerzress. In Out of the Abyss, madness is measured in three levels: Madness Levels Level Effect 1 Bout of short-term madness (lasts 1d10 minutes) 2 Bout of long-term madness
(lasts 1d10 × 10 hours) 3 Bout of indefinite madness (lasts until cured) A creature’s madness level starts at 0. When the creature fails a madness saving throw, its madness level increases by 1, and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Suspicion Activities outside the daily routine of the prison draw attention from the guards and what few other staff members there are. Suspicion is measured in levels from 1 to 6. When the
characters arrive at the prison, the suspicion level is 1. Suspicion can increase when prison staff members witness or find evidence of behavior outside the norm. Circumstances that increase the suspicion
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Suspicion Activities outside the daily routine of the prison draw attention from the guards and what few other staff members there are. Suspicion is measured in levels from 1 to 6. When the
characters arrive at the prison, the suspicion level is 1. Suspicion can increase when prison staff members witness or find evidence of behavior outside the norm. Circumstances that increase the suspicion
Conditions
While you have the Exhaustion condition, you experience the following effects.Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your
Exhaustion level is 6.D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Drop to Level 10 Hole in Floor. Carved into the floor is a smooth, 10-foot-square stone shaft. (The shaft descends 10 feet before opening in the ceiling of area 3b on level 10, directly above the
huge altar there.)
Alcoves. Six dark alcoves line the walls. (At the back of one is a secret door that opens into a closet, which has another secret door that leads to area 40.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
turns to dust as the gate opens, even if it is a spellbook. Characters must be 10th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate
east wall has an image of an open book carved into its keystone.
Secret Door. A secret door in the north wall opens into a dusty, web-choked passage between this room and area 24.
Arch Gate to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
artistic rendering of a dragon, such as a dragon-shaped figurine or a drawing of a dragon, also opens the gate. Characters must be 13th level or higher to pass through this gate (see “Jhesiyra
16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wrong. In fact, the key opens a magic gate that connects levels 6 and 8 of Undermountain. The drow will give up this key in exchange for his life or the destruction of the Xanathar Guild outposts on this level.
Drow and Wererat Gang A drow mage in league with the Zhentarim has set up a hidden base on this level (area 14). The drow, Rizzeryl, has eight wererats in his employ. The Xanathar Guild is aware of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spike) reduces the item to powdered rust and opens the gate for 1 minute. Characters must be 6th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass
24. Arch Gate to Level 2 Temple workers were once housed here, but Halaster had this chamber’s furnishings destroyed. The room is now empty except for an arch gate set into the east wall (see “Gates
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Arch Gate to Level 4 Embedded in the south wall is an archway with six shallow, empty niches carved into it. The wall inside the arch is carved with a stylized image of a mountain with a sun
above it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If the elf figurine taken from Skella in area 15a is touched to the sun symbol, the gate opens for 1 minute
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic gates (see “Gates”). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
3. Arch Gate to Level 6 A three-forked passageway rises out of the swamp. The center passage has an arch embedded in its back wall. This arch is one of Halaster’s magic gates (see “Gates”). The space






