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Returning 35 results for 'specify grave location'.
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specify grove location
special game location
specify give location
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special greaves location
Spells
Player’s Handbook
, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or &ldquo
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
Magic Items
Dungeon Master’s Guide
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
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
Magic Items
Divine Contention
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.
*Found in the Dungeon Master’s Guide.
Flame Strike
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity
Spells
Xanathar's Guide to Everything
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the
Plane Shift
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on
Animal Messenger
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have
to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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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
location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
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
indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
Spells
Xanathar's Guide to Everything
, 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
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
Area of Effect The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
Area of Effect The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure: Choose a Target. Pick a target within your attack’s range: a creature, an object, or a location. Determine
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure: Choose a Target. Pick a target within your attack’s range: a creature, an object, or a location. Determine
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target within your attack's range: a creature, an object, or a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the
the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
: Instantaneous You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0, it automatically succeeds). You specify a
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Grave Domain Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is
an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Uldrak’s Grave A fallen titan or a wimp with delusions of grandeur? I’ll leave that for you to decide. — The Cartographer When the characters arrive at this location, read or paraphrase the following
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the table twice: once to generate a portal anchor—the physical location in Sigil where the portal exists—and again for a destination and its thematically related portal keys. Sigil destinations
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
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
wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target within your attack’s range: a creature, an object, or a location.
Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the
, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
If there’s ever any question whether something you’re doing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
animate. To determine where the revenant’s new body rises, roll a d20 and consult the following table.
d20 Corpse Location 1–4 Village of Barovia cemetery (ch. 3, area E6) 5–11 Church graveyard in
Vallaki (ch. 5, area N1) 12 Argynvostholt cemetery (area Q15) 13 Grave in the village of Krezk (ch. 8, area S3) 14 Grave in the Berez cemetery (ch. 10, area U4) 15–16 Grave in the Svalich Woods (ch. 2, “Random Encounters”) 17–20 Corpse of one deceased player character or NPC, wherever it happens to be
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
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
wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires
vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
free herself from Zariel’s pact. The night hag says that Uldrak might be able to help but warns “he’s not what he used to be.” If the characters show her their map, she identifies Uldrak’s location. This sends the group to Uldrak’s Grave.
simply slips away into the Ethereal Plane and doesn’t return until they leave. The night hag can divine the location of the Wandering Emporium by spilling some of her own blood on the ground and






