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Returning 10 results for 'spell of intersects both'.
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spell of interests both
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Magic Circle
Legacy
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Spells
Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Circle Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes
intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Circle 3rd-level abjuration Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Circle Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard) Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes
intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
container moved will reveal a hole filled with 600 gp, four 250 gp gems, and a silver tube (worth 50 gp) that holds a spell scroll bearing a 3rd-level cure wounds spell. 7. Cavern This natural rock
creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
common example of this type of villain, your villain could be a serial arsonist favoring a certain type of building, a magical sickness that affects spellcasters who cast a specific spell, a thief that
events of that adventure will hang. In an event-based adventure, encounters occur when the villain’s agenda intersects the path of the characters. You can’t always anticipate exactly when or where that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
their place on the altar. The ritual continues for 3 rounds or until all cultists have been dispatched. A Silence spell that envelops all the cultists also stops the ritual. If one or more cultists are
the nearest unoccupied space. The oily limbs attack the nearest creature. Treasure. Three of the chests contain gold masks of Zargon worth 50 gp each. Another contains a Spell Scroll of Evard’s Black
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
area J10) is 5 miles. The distance from the fleshy pit to Illithinoch is 2 miles. J1: Bloody Intersection A narrow side passage intersects the main tunnel, sloping downward to the south. A trail of blood
following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12):
At will: detect thoughts, mage armor, mage hand (the hand is invisible)
1/day each