Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 32 results for 'seven sphere'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        save sphere
                                    
                                
                                    
                                        seen sphere
                                    
                                
                        
                    
                
                        
                                                    Prismatic Wall
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space
                                                
                                            
                                                
                                                    , the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     order LG Knowledge Copper spider Mishakal, goddess of healing LG Knowledge, Life Blue infinity sign Solinari, god of good magic LG no clerics White circle or sphere   The Gods of Neutrality
 Alignment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (seven thorns)
 Duration: Concentration, up to 10 minutes
 The ground in a 20-foot
                                                
                                            
                                                
                                                    -radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     silver sun with a single eye. The beast that lairs here will not attack until the party sights it. Ahead, something spherical floats in the air at about chest height. The sphere has a central eye and
                                                
                                            
                                                
                                                     about a dozen tentacles growing out of its top. Each appendage has a white sphere with a black pupil at its tip.
 Creature. The spherical creature is a gas spore that represents Nanahuatcin, the “sun
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Spike Growth Level 2 Transmutation (Druid, Ranger) Casting Time: Action
 Range: 150 feet
 Components: V, S, M (seven thorns)
 Duration: Concentration, up to 10 minutes
 The ground in a 20-foot
                                                
                                            
                                                
                                                    -radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Introduction  Welcome to Ghosts of Saltmarsh. This book collects seven D&D adventures, each famous for their unique challenges, for their deadly threats, and for embracing the danger and wonder of
                                                
                                            
                                                
                                                     being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Tuning the Rod Regardless of which side, if any, the characters take in this conflict, the characters must pair the second piece of the Rod of Seven Parts to the working Docent in Ialos to continue
                                                
                                            
                                                
                                                     below). Docent Wondrous Item, Rare (Requires Attunement by a Warforged) A Docent is a 2-inch-diameter metal sphere studded with dragonshards. To attune to a Docent, you must embed the item somewhere
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Seven clusters hold six eggs each, as noted on the map. Each egg is a silvery sphere 3 feet in diameter. Its shell is tough (AC 20), but an egg is destroyed if it takes any amount of damage. Three of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Behind the table is a five-foot-diameter crystal sphere mounted atop a low stand.
 Five strange, glowing gizmos are attached to the chitinous walls seven feet above the floor. These devices look like
                                                
                                            
                                                
                                                     5-foot-diameter, crimson, semitranslucent crystal sphere in a low stand. A door in the side of each sphere opens when a creature that has telepathy approaches within 5 feet of it; half the door swings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     colony
 Defense: Spore servants and awakened zurkhwoods
 Commerce: None
 Organizations: Seven myconid circles; Zuggtmoy’s servants
 Myconids have lived in Neverlight Grove for untold generations
                                                
                                            
                                                
                                                     transformed myconid can release the spores in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    -shaped clockwork machines. They puff steam threateningly but make no advances.
 Moments later, seven grayish-purple, bald gnomes, each astride a giant lizard, appear behind the machines. “Peace!” one
                                                
                                            
                                                
                                                    -svirfneblin to guard their forge. The seven svirfneblin—each riding a giant lizard—constitute the entire deep gnome population here. They eagerly expect the arrival of the prophesied star. Steamy Stream. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
                                                
                                            
                                                
                                                     and sleek.
 Scrying Sphere. The silver sphere is a scrying device that allows Teremini to remotely communicate with Lord Soth, who has a similar sphere in his home, Dargaard Keep. A creature that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Laeral Silverhand Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty
                                                
                                            
                                                
                                                    ): banishment, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): cone of cold, geas, Rary’s telepathic bond
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (1 slot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     them as layers. For example, Mount Celestia resembles a sacred mountain with seven great plateaus along its ascent, the Nine Hells is like a pit where the River Styx plunges down through nine tiers
                                                
                                            
                                                
                                                     example, has been described as a long series of spherical worlds arranged like beads on a string, with each sphere consisting of six nested spheres—the layers of the plane. This fanciful description is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within
                                                
                                            
                                                
                                                    . The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within
                                                
                                            
                                                
                                                    . The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     that survived the flames. 6A. Ledge This platform is lit by a torch in a wall sconce and guarded by two kobold inventors (see appendix D). Rough-hewn steps descend to area 6B. 6B. Egg Nursery Seven
                                                
                                            
                                                
                                                     small reptilian humanoids guard this room, the walls of which have niches carved into them. Each niche is lined with moss and holds a brown egg the size of a small orange.
 Seven kobolds guard this room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     attention to what he considers the uninteresting dealings of lesser beings. However, once the characters arrive in Barovia, explore a place called Death House, and find a piece of the Rod of Seven Parts
                                                
                                            
                                                
                                                    .
 Blighted Fire (Recharge 5–6). Strahd summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     antigravity sphere. L8: Armory The two 20-foot-diameter antigravity spheres in this 30-foot-tall chamber serve as Landro’s hip sockets. Gaps in the floor and ceiling of each sphere grant access to the
                                                
                                            
                                                
                                                     seven in L21b. The ceiling in these areas is 40 feet high. L22: Walkway A 3-foot-tall stone battlement wraps around this open-air walkway. L23: Holding Cells Iron bars along either side of this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Blackstaff at the time of its rampage. Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised skyward, and above its open palm floats a sphere of
                                                
                                            
                                                
                                                     stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping. All about the statue, climbing up its chest and on its knee and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , the relief’s eyes stop glowing, and opening the door again from this area requires the expenditure of more spell slots. The door can be opened from the east side like any normal door. T5: Cave of Seven
                                                
                                            
                                                
                                                     Casks Claudio Pozas  A cryptic message written in Celestial provides clues about how to use the seven casks in a nearby cave Crooked wooden planks line the floor of this cave. Seven casks are embedded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     robes stands atop a dais, her arms outstretched in a welcoming gesture. A tiny, incandescent blue sphere is suspended in the air next to the statue’s head. Dozens of other statues made of sparkling
                                                
                                            
                                                
                                                     they collide with creatures they can’t reach (creatures flying above them, for example). This statue on the dais doesn’t move, and the tiny sphere floating next to its head is frozen in time and magical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     black basalt. Seven three-dragon ante tables take up the floorspace. A three-foot-high shelf carved into the far wall bears a glass case, displayed in which is a gold statuette of a winged devil
                                                
                                            
                                                
                                                    . A detect magic spell reveals an aura of abjuration magic emanating from these runes. Damaging the case triggers a magical trap that forces each creature in a 15-foot-radius sphere centered on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a 10-foot-radius sphere of incinerating golden radiance centered on the device. Each creature in the sphere must make a DC 17 Constitution saving throw, taking 90 (10d10 + 35) radiant damage on a
                                                
                                            
                                                
                                                     place, if only to make sure evil creatures aren’t hiding there. After helping the characters, the werebear offers to serve as a guide for up to seven days, though it avoids Ten-Towns.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    -foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target’s Speed is 0 until the end of the target’s next turn. Failure or Success: The
                                                
                                            
                                                
                                                     turns.
 Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised a place in the god’s realm after death, but also
                                                
                                            
                                                
                                                     offerings to ancestor spirits and the spirits of the house, regular petitions to important spirits such as the Seven Fortunes of Good Luck, occasional sacrifices of incense to location spirits such as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     worship this ravenous spirit and offer up captives and treasure to it as sacrifices. Seven specters created by the spirit lie dormant in their former bodies, awaiting its command. When the characters
                                                
                                            
                                                
                                                     in the vestibules (see area G19) are teleported to these intersections. G21: Inner Sphere Axel Defois  Great iron doors mark the entrance
 to the Witch Queen’s inner sanctum This chamber is bathed in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the githyanki scouts now inhabiting area B7. Returning to Illithinoch. The characters can return to Illithinoch through the gateway for seven days. After that, the gateway becomes unstable. A character
                                                
                                            
                                                
                                                    , emitted by organic nodules attached to the wall. A narrow rip in the far wall gapes like a wound and reveals a terrifying kaleidoscope of warped terrain.
 A cloister of seven flumphs lives here. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     use.) C5. Foyer Two guards in House Cassalanter livery are stationed in this marble-floored foyer at all hours. It has seven exits: A door to the entrance hall (area C1) An open arch that leads to a
                                                
                                            
                                                
                                                     successful DC 16 Strength (Athletics) check. If the box is opened by any means other than a golden key, poison gas sprays out from holes in the underside of the lid, filling a 15-foot-radius sphere centered
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     conjuration magic within a piece of the Rod of Seven Parts to create portals that allow the ship to quickly traverse the multiverse. The rod piece was stored below the bridge on the ship’s prow. Emergency
                                                
                                            
                                                
                                                    . Z16: Navigation Room A chunk of mast has pierced the doors to the corridor and fills one corner of the room. A large bronze sphere hovers in the center of the room, spinning idly. Splayed on the table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this
                                                
                                            
                                                
                                                     form, he is usually accompanied by seven golden canaries — actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Semuanya. The candelabrum is worth 25 gp. The silver incense burners on the altar are worth 10 gp each. 13. Vestry Seven carved wooden masks representing crocodile and serpent faces hang from the
                                                
                                            
                                                
                                                     and straps, personal possessions, and the following items distributed randomly: Four purses containing 6 sp each Three flasks of oil (3 sp each) A bag of seashells (no value) A solid quartz sphere
                                                
                                            
                                        






