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Returning 35 results for 'more seven with only all from for light'.
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Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Monsters
Planescape: Adventures in the Multiverse
24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they
greet newly arrived souls to Mount Celestia and light the path for those who traverse the plane with reverence and respect. They appear as glowing, winged balls of vaporous light wrapped in a gleaming
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide
Monsters
Planescape: Adventures in the Multiverse
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
pursues relentlessly.
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and
Spells
Xanathar's Guide to Everything
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you
four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape
occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden chairs around it.
Light. Suspended above the table are two lanterns with continual flame spells cast on them.
Tapestry. An old, threadbare tapestry spanning the north wall depicts seven
the kitchen (area 27a) whenever someone sits down at the table. These servants do not attack and are worth 0 XP. The figures portrayed on the tapestry are Halaster’s first seven apprentices: three
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crown of Stars 7th-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour Seven star-like motes of light appear and orbit your head until the spell ends. You can use a
you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dragonlance The gods of the world of Krynn are three families: seven gods of good headed by Paladine and Mishakal, seven of neutrality headed by Gilean, and seven of evil headed by Takhisis and
Branchala, god of music NG Light Bard’s harp Habbakuk, god of animal life and the sea NG Nature, Tempest Blue bird Kiri-Jolith, god of honor and war LG War Bison’s horns Majere, god of meditation and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mount Celestia The Seven Heavens of Mount Celestia rise like a mountain from a shining Silver Sea to utterly incomprehensible heights, with seven plateaus marking its seven heavenly layers. The plane
). Aleksi Briclot The Seven Heavens of Mount Celestia beckon virtuous souls toward ever-greater heights Layers of Mount Celestia Layer Description Lunia In the Silver Heaven, the holy water of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20-foot-diameter magic circle inscribed on the floor has glyphs that shed dim purple light. Seven human corpses cocooned in burlap are piled in the middle of the circle.
Nester. Floating next to the
circle is a skull with pinpricks of purple light in its eye sockets and two skeletal arms hanging below it, one of which clutches a bone dagger. (This is all that remains of Nester, one of Halaster’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
(lawful evil, elf archmage) performs her ritual here. The fifth piece of the Rod of Seven Parts floats between Teremini’s outstretched hands. When Teremini notices the characters approaching, she
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
song NG Light Five-stringed harp made of leaves Myrkul, god of death NE Death White human skull Mystra, goddess of magic NG Knowledge Circle of seven stars, or nine stars encircling a flowing red
Life, Nature Waterfall plunging into still pool Gond, god of craft N Knowledge Toothed cog with four spokes Helm, god of protection LN Life, Light Staring eye on upright left gauntlet Ilmater, god of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 10b. Shield Trap Flameskulls. Unless they were drawn to area 10a, seven flameskulls float here, their green flames the only sources of light in this room.
Decor. More paintings like the ones in area
10. Arcane Display These areas have 20-foot-high, arched ceilings. 10a. Zigzagging Gallery Characters who make a loud racket in this hall attract the seven flameskulls in area 10b. The features of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, such as musical instruments, textured beads, and fragrant spices. However, many stone giants are fascinated by light and view it as a rare treasure. They cherish objects that generate or interact with
light, such as prismatic crystals and bioluminescent flora. Stone Giant Bag Contents 1,400 (4d6 × 100) cp 210 (6d6 × 10) sp 105 (3d6 × 10) ep 70 (2d6 × 10) gp 3 (1d6) pp 4 (1d6 + 1) boulders (for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pack are five torches too damp to light, a hammer, a tinderbox, a skillet, a half-empty water skin, and seven days’ worth of spoiled rations. 9b. Demon-Guarded Treasure Two barlguras crawled out of the
Underdark and made a home here. Alerted by approaching light or the echoes of footfalls, they turn invisible and wait to ambush newcomers. Treasure. Slumped against the west wall is the moldy skeleton
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sylvania Gate Destination: Olympian Glades of Arborea Primary Citizens: Fey and Humanoids Ruler: The Seven Spiritors Sylvania is a nonstop party, a boisterous glade that thrums with revelry at all
hours. Elves and hobgoblins dance together in glittering patches of magical light, serenaded by singing harpies and the drum of satyr hooves on hollow stumps. Locals treat every visitor like the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A set of seven levered brass mirrors that can be adjusted to direct light in different directions
3 A stained glass window depicting a golden city whose buildings are decorated with statues of
endless hours watching the play of light upon their treasures. They sometimes obsessively arrange their hoards by minute gradations in color and set up mirrors around a hoard chamber to make the mass of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sounds betray the presence of seven hook horrors.
The opportunistic hook horrors try to hook stray kuo-toa, troglodytes, or adventurers and drag them away to be devoured. Experience has taught them
to avoid contact with large, well-armed groups. A party of adventurers moving through the cavern with light sources is enough to keep the hook horrors at bay, as they click and chirp eerily to one
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The skeletal remains of dozens of dead warriors—dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago.
Seven ghouls lurk in the shadows on the
western ledge. They notice any light or noise elsewhere in the cave and quickly bound down to attack. The undead are hungry and fight until destroyed. The escarpments are 10 feet high and require a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic spell reveals an aura of transmutation magic around the ewer. If a character picks up the ewer, the illusions fade away (including the torches and their light), and seven specters materialize
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
night.”
After three days of travel through the labyrinth of crystal shards, you catch sight of a yawning black vortex limned in dim light.
If the characters use the Wildspace orrery they acquired
nine outer moonlets.
“There,” says Krux, pointing at the biggest of the outer moons. “Aruun is just seven days away. With luck, that’s where we’ll find my old comrade, Warwyck Blastimoff. His mission
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Double Door Roulette Double Doors. Seven sets of double doors, six of them at the end of short hallways, stand closed.
Scintillating Pillar. A pillar at the center of the 20-foot-high room has
deep notches cut into it, which pulse with a shifting rainbow of light.
Behind most of the double doors are blank stone walls. Only the southern set of doors holds a path forward: pulling open these
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Fortitude Gate Destination: Peaceable Kingdoms of Arcadia Primary Citizens: Celestials and Humanoids Ruler: The Spotless Seven Fortitude is a place of ordered beauty. Identical trees line its
again.”
–Vern Cliptoe, Fortitude gardener
Fortitude is governed by the Spotless Seven, a group of politicians elected once every 289 years, or whenever the Great Modron March passes through the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Beory, goddess of nature N Nature Green disk Boccob, god of magic N Knowledge Eye within a pentagram Celestian, god of stars and wanderers N Knowledge Arc of seven stars inside a circle Ehlonna
Olidammara, god of revelry CN Trickery Laughing mask Pelor, god of the sun and healing NG Life, Light Sun Pholtus, god of light and law LG Light Silver sun or full moon partially eclipsed by a smaller
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Jarlmoot The characters might come here after hearing a tale about a circle of giant thrones (see “Tall Tales in Ten-Towns”), or they might be led here by Yselm Bloodfang (see “Yselm’s Way”). Seven
empty, ice-glazed thrones form a ring atop a snow-covered hillock. Under the light of a full moon, the apparitions of dead frost giant jarls appear in the thrones, clutching the ends of their armrests
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
gates to swing open before you. A wave of heat washes through the bulwark as the gates part, revealing a grim town bathed in hellish light and periodically brightened by flashes of lightning.
The
open the gates. Sergeant Cragknuckle goes no farther. In Gnomish, he wishes the characters good luck, instructs them to knock on the gates seven times to signal that they’re ready to exit, and assures
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
seven armored figures, their faces hidden behind filigreed visors. Their leader takes a step forward and says, “I am Commander Corelleth. My orders are to deliver you to the Temple of Light to face the
conceal a light weapon on their person by succeeding on a DC 17 Dexterity (Sleight of Hand) check. Prisoners are delivered to the imperial docks, where they are met by six lawful neutral astral elf
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
basked in the light of the Seven Heavens, everywhere else seems comparatively worse. Though archons regularly depart the gate-town on divine errands, Excelsior’s privileged mortal residents hesitate to
Excelsior Gate Destination: Seven Heavens of Mount Celestia Primary Citizens: Celestials and Humanoids Ruler: High Chancellor Forough Celestials and mortals live in harmony in Excelsior, the gate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
candle above an open eye Eldath, goddess of peace NG Life, Nature Waterfall plunging into still pool Gond, god of craft N Knowledge Toothed cog with four spokes Helm, god of protection LN Life, Light
, god of birth and renewal NG Life, Light Road traveling into a sunrise Leira, goddess of illusion CN Trickery Point-down triangle containing a swirl of mist Lliira, goddess of joy CG Life Triangle of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
shipyards sprouting from its wings. Atop the moth’s head stands a magnificent temple. A beam of light stretches from a crystal atop the temple toward the bright white star, Xaryxis.
An armada of
one ship and its crew, in addition to any ships and crews defeated by the characters. Keep track of how many ships are left in the battle at the start of each round. Here There Be Dragons Seven young
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
brightly painted wagons, one of which is a glass-enclosed water tank for Palasha the mermaid. The fanciest of the remaining seven wagons belongs to Mister Witch and Mister Light. Burly The perimeter
Mister Witch and Mister Light (see their stat blocks earlier in the chapter) are in their wagon throughout the evening, except during the Big Top Extravaganza (which Light attends and Witch does not
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an






