Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'uneven spell'.
Other Suggestions:
uneaten spell
unseen spell
Spells
Player’s Handbook
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
monsters
Disadvantage on ability checks and attack rolls.
Underground Stride. While the drow is underground, Difficult Terrain caused by rubble or uneven ground doesn’t cost them extra movement. Quarterstaff
effect ends.
Spellcasting. The drow casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Dancing Lights, Guidance, Mending, Resistance, Spare
Tenser's Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.The disk is immobile while you are
Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Old Behir Lair A mated pair of behirs once occupied this corner of the dungeon, but the Stonecloaks killed them. 12a. Bones and Stones Uneven Surfaces. The cavern’s roof and floor are jagged and
uneven, with the distance between them ranging from 10 to 30 feet.
Scorched Walls. The walls are covered with scorch marks (from the behirs’ lightning).
Skeletons. The skeletons of two enormous
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Old Behir Lair A mated pair of behirs once occupied this corner of the dungeon, but the Stonecloaks killed them. 12a. Bones and Stones Uneven Surfaces. The cavern’s roof and floor are jagged and
uneven, with the distance between them ranging from 10 to 30 feet.
Scorched Walls. The walls are covered with scorch marks (from the behirs’ lightning).
Skeletons. The skeletons of two enormous
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of
turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of
turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tenser’s Floating Disk Level 1 Conjuration (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 Hour
This spell creates a circular, horizontal
up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tenser’s Floating Disk 1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of
to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tenser’s Floating Disk Level 1 Conjuration (Wizard) Casting Time: Action or Ritual
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour
This spell creates a circular
and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tenser’s Floating Disk 1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular, horizontal plane of
to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tenser’s Floating Disk Level 1 Conjuration (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 Hour
This spell creates a circular, horizontal
up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
torment of their fate have driven them mad. No spell can undo the angels’ curse or free them from their petrified state.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
torment of their fate have driven them mad. No spell can undo the angels’ curse or free them from their petrified state.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Walls of Force” below). The floor, while uneven throughout, has been worn smooth by the creature trapped here. The cavern has the following features: Neothelid. A 210-foot-long neothelid (see appendix A
) is curled up in the middle of the cavern, waiting to be fed.
Ceiling. The ceiling is uneven — ranging in height from 60 to 90 feet — and festooned with stalactites.
Ledge. A ledge climbs the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is under the effect of a Nondetection spell while inside the structure. Walls The walls in Web’s Edge are rocky, jagged, and uneven. Decades ago, Lolth’s faithful enlarged the chamber that contains Sacred Web Hall (area W12) using the Stone Shape spell. As such, the walls in area W12 are smooth.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Walls of Force” below). The floor, while uneven throughout, has been worn smooth by the creature trapped here. The cavern has the following features: Neothelid. A 210-foot-long neothelid (see appendix A
) is curled up in the middle of the cavern, waiting to be fed.
Ceiling. The ceiling is uneven — ranging in height from 60 to 90 feet — and festooned with stalactites.
Ledge. A ledge climbs the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is under the effect of a Nondetection spell while inside the structure. Walls The walls in Web’s Edge are rocky, jagged, and uneven. Decades ago, Lolth’s faithful enlarged the chamber that contains Sacred Web Hall (area W12) using the Stone Shape spell. As such, the walls in area W12 are smooth.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hazlan Wild Magic Excessive experimentation has caused the nature of magic in Hazlan to fray, making the entire domain a region of wild magic. Whenever a character in Hazlan expends a spell slot to
cast a spell of 1st level or higher or actives a magic item, an additional effect might occur. The character’s player rolls a d10. If they roll a 1, roll on the Hazlan Wild Magic table to determine the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hazlan Wild Magic Excessive experimentation has caused the nature of magic in Hazlan to fray, making the entire domain a region of wild magic. Whenever a character in Hazlan expends a spell slot to
cast a spell of 1st level or higher or actives a magic item, an additional effect might occur. The character’s player rolls a d10. If they roll a 1, roll on the Hazlan Wild Magic table to determine the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell that deals fire damage, which clears all the webs in the spell’s area. 4a. Wandering Quaggoths Three quaggoths serving as guards for the drow are patrolling this 10-foot-high area. When they
with hollow eyes.
Stained Floor. The uneven floor is stained a rusty red.
The drow feed wandering goblins to the phase spiders. A character who succeeds on a DC 12 Wisdom (Perception) check notices
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell that deals fire damage, which clears all the webs in the spell’s area. 4a. Wandering Quaggoths Three quaggoths serving as guards for the drow are patrolling this 10-foot-high area. When they
with hollow eyes.
Stained Floor. The uneven floor is stained a rusty red.
The drow feed wandering goblins to the phase spiders. A character who succeeds on a DC 12 Wisdom (Perception) check notices
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Adamantine Tower The adventurers come across a tower haunted by forces of darkness. Vaulted chambers bristle with stalactites and stalagmites, slowing your passage as you wend your way across uneven
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Adamantine Tower The adventurers come across a tower haunted by forces of darkness. Vaulted chambers bristle with stalactites and stalagmites, slowing your passage as you wend your way across uneven
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Arcturia fused them together into a single creature by using magic that only a wish spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has
of fungus sprout from mounds of offal on the uneven floor. The fungi release clouds of dimly luminescent spores that fill the cave like a fine, hanging mist.
Carrion Crawlers. Four carrion crawlers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Arcturia fused them together into a single creature by using magic that only a wish spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has
of fungus sprout from mounds of offal on the uneven floor. The fungi release clouds of dimly luminescent spores that fill the cave like a fine, hanging mist.
Carrion Crawlers. Four carrion crawlers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
after being removed from the water. The three stone cogs of areas 58 to area 60 are half-submerged in the water and rise 10 feet above its surface. Their uneven upper surfaces are difficult terrain, and
communication with the aboleth and it is inclined to speak to them, it can provide information as if the characters had cast a commune spell. (Since they’re not actually casting the spell, this effect is not
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
after being removed from the water. The three stone cogs of areas 58 to area 60 are half-submerged in the water and rise 10 feet above its surface. Their uneven upper surfaces are difficult terrain, and
communication with the aboleth and it is inclined to speak to them, it can provide information as if the characters had cast a commune spell. (Since they’re not actually casting the spell, this effect is not
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
monolithic presence oppressive at this distance. The ground here is rocky, uneven, and tiring to navigate. Even the wolves avoid this neck of the woods. Soon, you climb above the blanket of fog that
shouts, “Tell your dark masters they can break my body, but never my spirit!” He then tries to escape. Under normal circumstances, a greater restoration spell cast on the Mad Mage would restore his wits
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
monolithic presence oppressive at this distance. The ground here is rocky, uneven, and tiring to navigate. Even the wolves avoid this neck of the woods. Soon, you climb above the blanket of fog that
shouts, “Tell your dark masters they can break my body, but never my spirit!” He then tries to escape. Under normal circumstances, a greater restoration spell cast on the Mad Mage would restore his wits
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
spell. The lock is simple (requiring 1 action to pick) and of good quality (DC 15). A barred window six inches long and four inches high allows visibility into the room beyond. The cell contains a
(Athletics) check. M34: Partially Flooded Cave Three natural pillars of rock support the uneven ceiling of this partially flooded cave.
The water is 20 feet deep in the western half of the area and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
spell. The lock is simple (requiring 1 action to pick) and of good quality (DC 15). A barred window six inches long and four inches high allows visibility into the room beyond. The cell contains a
(Athletics) check. M34: Partially Flooded Cave Three natural pillars of rock support the uneven ceiling of this partially flooded cave.
The water is 20 feet deep in the western half of the area and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
: Little remains of this tower besides its outer shell. The interior walls are decorated with shifting geometric patterns. A human skeleton in a white robe lies on the uneven floor.
If Professor Skant
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
: Little remains of this tower besides its outer shell. The interior walls are decorated with shifting geometric patterns. A human skeleton in a white robe lies on the uneven floor.
If Professor Skant