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Returning 35 results for 'minutes solid with only activate for for locked'.
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Spells
Player’s Handbook
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends
Arcane Lock
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You
. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Magic Items
Acquisitions Incorporated
nature, so that you might call for a longsword but you cannot borrow a specific creature’s longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return
, it cannot be used again until the next dawn.
Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Kind and
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Magic Items
Mythic Odysseys of Theros
When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
You’re under the following effects while in
Strength, Dexterity, and Constitution saving throws.
Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor.
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15
see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.Lunar dragons
Monsters
Spelljammer: Adventures in Space
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 20
can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.
Wing Attack
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Magic Items
Princes of the Apocalypse
A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes
Monsters
Eberron: Rising from the Last War
succeed on a DC 22 Intelligence saving throw or take 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollDamageType":"psychic"} psychic damage and be unable to cast spells or activate magic items
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
Monsters
Princes of the Apocalypse
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Air Control"} × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6;{"diceNotation":"1d6","rollType
(Athletics) check.
Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin’s lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll","rollAction":"Telekinetic Throw"} × 10 feet through the air. A creature smashed into a solid object takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Telekinetic Throw
Manual). The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Monsters
Curse of Strahd
, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
Strahd targets any number of doors and windows that he can see, causing each one to either open or
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Magic Items
Tomb of Annihilation
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Potion of Aqueous Form Potion, rare When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. You’re under the
also have advantage on Strength, Dexterity, and Constitution saving throws. Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
of solid moonlight (see below). The crystals can’t be smashed while Teremini concentrates on her ritual. Solid Moonlight The moonbridges and moondisk (areas U4 and area U5) are made of solid moonlight
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
valuable they must be locked up for protection. They just follow Bog Luck’s instructions and stack things where they’re told to stack them. Since the sleeping rooms can’t be locked, workers and
, the whole crate tips toward the north. Being nailed to the floor, the crate feels solid and full to a casual bump or shove. Only when it’s tipped does the trick become obvious. It can be discovered with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
valuable they must be locked up for protection. They just follow Bog Luck’s instructions and stack things where they’re told to stack them. Since the sleeping rooms can’t be locked, workers and
, the whole crate tips toward the north. Being nailed to the floor, the crate feels solid and full to a casual bump or shove. Only when it’s tipped does the trick become obvious. It can be discovered with
Magic Items
Princes of the Apocalypse
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, floors, and ceilings throughout are made of seamless alabaster. Doors are made of iron and have AC 19, 27 hit points, and immunity to poison and psychic damage. A locked door can be picked by someone
rings to his most trusted servants.
As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
inscrutable runes carved onto a cursed bow might hold the key to undoing the weapon’s evil magic. Locations. Mystical grottoes, forgotten temples, and secret hideouts might all be locked behind befuddling
fortune. A series of frost giant runes etched onto a stone wall could, when decoded, activate a magical doorway to a long-lost city.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
wall of solid stone behind the false door hides a secret door, which can be found with a successful DC 15 Wisdom (Perception) check. Secret Trapdoor. On the other side of the secret door is a secret
unconscious for 2d4 × 10 minutes. Rolling Stone. Every 10 minutes after the gas is released, roll a d4. On a roll of 4, a stone juggernaut (rather like a steam roller) comes out of the 20-foot-square
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Investiture of Stone 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, bits of rock spread across your body
spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Investiture of Stone 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Until the spell ends, bits of rock spread across your body
spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wall of Stone 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small block of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D15. Bullywug Hut The wooden door to this dwelling is closed but not locked. This hut has a steep thatch roof. A small wooden chest rests in the middle of the floor, and scattered around it are six
it does. If the mummified toad is tossed into a pot or kettle of water, it disappears and produces a darkness spell that emanates from the container and lasts for 10 minutes.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password
suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password
suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wall of Stone 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small block of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone
). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Animal Cloisters The cultists of Malar kept various beasts here under lock and key. None of the building’s stone doors is currently locked, however. The building has lighting and plumbing (see
padlock can be picked open with thieves’ tools and a successful DC 15 Dexterity check; it can also be broken off with a successful DC 15 Strength (Athletics) check or a solid weapon hit (AC 15).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Prison Cell The crystal doors to this room are magically locked, but they open automatically for any creature that carries a Stardock rod (see “Stardock Rods”). There are no physical locks to be
15. Marquox knows about Stardock but has never visited the asteroid. It also knows that the gate to Stardock is in area 11, and that a black crystal rod is needed to activate it. If the characters
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
FEATURES
Gnomengarde’s caves are hewn from solid rock and share the following features.
Ceilings. Ceilings throughout are 7 feet high and flat.
Doors. Normal doors are made of wood fitted with
rusty iron handles and hinges. A locked door can be opened with a successful DC 10 Dexterity check using thieves’ tools. A locked door can be forced open as an action with a successful DC 15 Strength






