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Returning 35 results for 'mechanical specify with only above from for lasts'.
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Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour.
If the oil is slippery, any creature that enters the puddle
feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next
Boggle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be
next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end
Magic Items
The Book of Many Things
feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental
Monsters
Vecna: Eve of Ruin
);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Bolt Launcher", "rollDamageType":"piercing"} piercing damage.
Snare Trap (1/Day). The scout deploys a Tiny mechanical trap on a solid surface within
5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to
burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place dancing lights in
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
Spells
Xanathar's Guide to Everything
the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell
, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a
effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a
effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. Other Spell Effect. You can place your choice of one of the following magical effects
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
the Lord’s Alliance cities. Each is a marvel of magical or mechanical engineering that swivels but can’t be moved. Each siege weapon is described in the “Defense Zones” section below. Stairs and
them. The siege equipment descriptions specify the actions required to prepare them for firing. The characters don’t have to use the siege equipment, but they might find some encounters easier if they do. In “Second Wave,” the characters find siege equipment used against them!
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
. The three levels of the fortress are connected by two mechanical elevators that are continually moving up and down their shafts, except for a 1-minute stop each time it arrives at a floor. One
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you
cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(1/Day). The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap
lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the
. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.
Uncanny Smell. The boggle has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Pummel
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the
bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E5: Planartarium Car Glowing symbols on the floor line the perimeter of this domed car. In the middle of the car is a mechanical model suspended over a dais that has more glowing symbols on it. The
donation slot or otherwise tries to fool it with counterfeits and the like, the tube disgorges poisonous gas that quickly fills the compartment. This gas duplicates the effect of a stinking cloud spell that lasts for 1 minute or until it is dispersed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle’s choice:
Slippery Oil. Any non-boggle creature that enters the puddle or starts its
specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction
portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.
Uncanny Smell. The boggle has advantage on Wisdom
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
F1) slams shut, followed by the sound of several mechanical locks engaging. Varnyr, the senior-ranking Avowed in the place, has locked the hatch, sealing herself, the characters, Ebder, Gailby
collisions with the flying books. 3 The library becomes much colder. This drop in temperature lasts until the end of the adventure. 4 Three shadows appear in the same area as the characters. The shadows
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the colossus stands like a stone sentinel, stuck inside the craggy mountainside.
The vision lasts only a moment but feels like it lasts hours to the creature experiencing the vision. A character who
lasts until the character moves away from the fluid. Treasure. A suit of chain mail, two shortswords, and a mace lie on the floor. All are twisted and malformed, as if they were affected by a roll of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is an oval plate of dark glass. A blocky creature clutches a small ceramic card in one of its mechanical hands as it waits nervously by the console.
The creature next to the console, a Modron
short message (up to twenty-five words) that is broadcast in every location throughout Starglass Waypoint. The message can be in your own voice or delivered by a mechanical voice that translates your
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
into the liquid.
Mechanical control stations dot the intersections of the catwalks, each linking to a pump that ascends from the reservoir.
Jared Blando Map 1.2: Spirit Sump View Player Version
on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
headquarters features a magical-mechanical locomotive that lays down its own track. Mechanical arms at the front of the locomotive set down crossbars and rails in front of the headquarters at
in chapter 1 of this book. Part of that feel comes from the substantial benefits that characters gain from franchise features and company positions — mechanical boons, magic items, access to powerful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
season that lasts a tenday. Among the rituals in homage to the goddess of wealth and trade are these: Caravance (Tarsahk 1). This gift-giving holiday commemorates the traditional arrival of the first
halls for the announcement of new policies and a celebration of business concluded for the year. These gatherings culminate in a gala festival and dance sponsored by several guilds, which lasts from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can
specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination






