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Returning 35 results for 'shatter all contact'.
Other Suggestions:
shifter all constant
shattered all conduct
shelter all conduct
shattered all contacts
shattered all contract
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
Contacts table.
Gruul Contacts
d8
Contact
1
One of my parents is a renowned warrior in my clan.
2
My sibling has the ear of the clan chief.
3
I have cousins in a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2nd Level Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level Contact Other Plane
Dream
Hold Monster
Scrying
6th Level Arcane Gate
Circle of Death
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2nd Level Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level Contact Other Plane
Dream
Hold Monster
Scrying
6th Level Arcane Gate
Circle of Death
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn. When they do, read the following text: Just as the spell said, your contact — a hard-looking woman — is waiting at a back table in the inn. After pleasantries are exchanged, she unfurls a map of
manor. We’ve never seen anyone leave Rundreth Manor alive, so that could mean our enemies have a shadow dragon on their side.” Her eyes narrow. “Your goal is to shatter this alliance any way you can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn. When they do, read the following text: Just as the spell said, your contact — a hard-looking woman — is waiting at a back table in the inn. After pleasantries are exchanged, she unfurls a map of
manor. We’ve never seen anyone leave Rundreth Manor alive, so that could mean our enemies have a shadow dragon on their side.” Her eyes narrow. “Your goal is to shatter this alliance any way you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Glyph
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Glyph
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance. Barring the characters’ intervention, the duergar use their weapons to shatter the chardalyn figurehead in area T6. The guards in area T17 interrupt the duergar but are no match for them
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance. Barring the characters’ intervention, the duergar use their weapons to shatter the chardalyn figurehead in area T6. The guards in area T17 interrupt the duergar but are no match for them
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— See Invisibility Divination — Shatter Evocation — Spider Climb Transmutation C Suggestion Enchantment C Web Conjuration C Level 3 Wizard Spells Spell School Special Animate Dead Necromancy
Elemental Conjuration C Contact Other Plane Divination R Creation Illusion — Dominate Person Enchantment C Dream Illusion — Geas Enchantment — Hold Monster Enchantment C Legend Lore Divination M Mislead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Nystul’s Magic Aura Illusion — Phantasmal Force Illusion C Ray of Enfeeblement Necromancy C Rope Trick Transmutation — Scorching Ray Evocation — See Invisibility Divination — Shatter Evocation — Spider Climb
of Power Abjuration C Cloudkill Conjuration C Cone of Cold Evocation — Conjure Elemental Conjuration C Contact Other Plane Divination R Creation Illusion — Dominate Person Enchantment C Dream Illusion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Nystul’s Magic Aura Illusion — Phantasmal Force Illusion C Ray of Enfeeblement Necromancy C Rope Trick Transmutation — Scorching Ray Evocation — See Invisibility Divination — Shatter Evocation — Spider Climb
of Power Abjuration C Cloudkill Conjuration C Cone of Cold Evocation — Conjure Elemental Conjuration C Contact Other Plane Divination R Creation Illusion — Dominate Person Enchantment C Dream Illusion
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
score if your campaign revolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character’s mind. A character with a high Sanity
for the first time Making direct contact with the mind of an alien creature Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell Passing through a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
score if your campaign revolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character’s mind. A character with a high Sanity
for the first time Making direct contact with the mind of an alien creature Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell Passing through a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— See Invisibility Divination — Shatter Evocation — Spider Climb Transmutation C Suggestion Enchantment C Web Conjuration C Level 3 Wizard Spells Spell School Special Animate Dead Necromancy
Elemental Conjuration C Contact Other Plane Divination R Creation Illusion — Dominate Person Enchantment C Dream Illusion — Geas Enchantment — Hold Monster Enchantment C Legend Lore Divination M Mislead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
itself. Beyond that, it can’t move. A creature aware of the slime’s presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. A creature that comes in contact with green slime
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
itself. Beyond that, it can’t move. A creature aware of the slime’s presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. A creature that comes in contact with green slime
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
*
1st level (4 slots): earth tremor,* expeditious retreat, shield
2nd level (3 slots): shatter, spider climb
3rd level (2 slots): slow
Actions
Multiattack. The priest makes two melee attacks
stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
*
1st level (4 slots): earth tremor,* expeditious retreat, shield
2nd level (3 slots): shatter, spider climb
3rd level (2 slots): slow
Actions
Multiattack. The priest makes two melee attacks
stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
spellcasting ability (save DC 15):
At will: light, minor illusion, prestidigitation
2/day each: detect magic, fog cloud
1/day each: phantasmal force, shatter
If the characters reveal who they are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
spellcasting ability (save DC 15):
At will: light, minor illusion, prestidigitation
2/day each: detect magic, fog cloud
1/day each: phantasmal force, shatter
If the characters reveal who they are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
psychic damage. Toppling the statue with a successful DC 20 Strength (Athletics) check causes it to shatter on the floor. Treasure. The statue’s head and neck are hollow. Lodged in this cavity is a +1 mace
unlit, half-melted red candles surround the circle.
The cultists use this chamber to perform diabolical rituals that duplicate the effect of a divination spell, except that the spell’s contact is a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
finally released from The Scrivener’s Tale, then attacks at once. (During the fight, you can have Teles use sending to contact the characters in a panic, telling them that The Scrivener’s Tale flared
scrivener’s mark must extinguish the candles, whereupon Nintra turns to ash, as does The Scrivener’s Tale in Candlekeep. The panes of shadow glass lose their magic when Nintra is destroyed and shatter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
gradually returns to its natural state. A small river of lava still flows from area W1 through areas W3, area W4, area W7, and area W11 into area W12. The Weeping Colossus might remain, or the closing of the portal might shatter the stone titan.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
finally released from The Scrivener’s Tale, then attacks at once. (During the fight, you can have Teles use sending to contact the characters in a panic, telling them that The Scrivener’s Tale flared
scrivener’s mark must extinguish the candles, whereupon Nintra turns to ash, as does The Scrivener’s Tale in Candlekeep. The panes of shadow glass lose their magic when Nintra is destroyed and shatter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
gradually returns to its natural state. A small river of lava still flows from area W1 through areas W3, area W4, area W7, and area W11 into area W12. The Weeping Colossus might remain, or the closing of the portal might shatter the stone titan.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Dreams Mortal creatures come into contact with Dal Quor when they dream (except for elves, kalashtar, and warforged, which don’t dream). The outer fringes of the plane are shaped by the memories
person’s nightmare. In this utterly alien environment, beings whose appearance can shatter a person’s sanity live in cities crafted from gargantuan, fleshy tumors. Seas of protoplasm, in a shade of purple
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
psychic damage. Toppling the statue with a successful DC 20 Strength (Athletics) check causes it to shatter on the floor. Treasure. The statue’s head and neck are hollow. Lodged in this cavity is a +1 mace
unlit, half-melted red candles surround the circle.
The cultists use this chamber to perform diabolical rituals that duplicate the effect of a divination spell, except that the spell’s contact is a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Dreams Mortal creatures come into contact with Dal Quor when they dream (except for elves, kalashtar, and warforged, which don’t dream). The outer fringes of the plane are shaped by the memories
person’s nightmare. In this utterly alien environment, beings whose appearance can shatter a person’s sanity live in cities crafted from gargantuan, fleshy tumors. Seas of protoplasm, in a shade of purple
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with the sailor background has advantage on these checks. If the characters fail three or more checks, the party gains one failure point. Lower Main Sails. The storm’s winds will shatter the mast if
seemingly made of seaweed. Portal 6: River Barge Crossing This encounter brings the characters into direct contact with the operatives of the Six who are also traversing the portal network. Map 4.3 shows
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with the sailor background has advantage on these checks. If the characters fail three or more checks, the party gains one failure point. Lower Main Sails. The storm’s winds will shatter the mast if
seemingly made of seaweed. Portal 6: River Barge Crossing This encounter brings the characters into direct contact with the operatives of the Six who are also traversing the portal network. Map 4.3 shows
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Feywild, but the carriage and its glass pegasi shatter if the vehicle leaves the Feywild. P12. Hall of Stars The double door on the south side of this area is sealed with a hart crown lock (see “Crown Locks
easily put the owl in a jabberwock-hunting mood if they have the means to speak with it. If the jabberwock and the owl ever make eye contact, the jabberwock flees the palace with the owl in pursuit. Bait
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Feywild, but the carriage and its glass pegasi shatter if the vehicle leaves the Feywild. P12. Hall of Stars The double door on the south side of this area is sealed with a hart crown lock (see “Crown Locks
easily put the owl in a jabberwock-hunting mood if they have the means to speak with it. If the jabberwock and the owl ever make eye contact, the jabberwock flees the palace with the owl in pursuit. Bait






