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Returning 25 results for 'warding wind'.
Other Suggestions: warding with wearing wind working wind warding ward
Warding Wind
spells
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.The wind has the following
strong wind.The area is difficult terrain for creatures other than you.The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Warding Wind
Compendium - Sources->Princes of the Apocalypse
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Warding Wind
Compendium - Sources->Xanathar's Guide to Everything
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Bard Spells
Compendium - Sources->Princes of the Apocalypse
Bard Spells Cantrips (0 Level) Thunderclap (evocation) 1st Level Earth tremor (evocation) 2nd Level Pyrotechnics (transmutation) Skywrite (transmutation, ritual)Warding wind (evocation)
Bard Spells
Compendium - Sources->Xanathar's Guide to Everything
Bard Spells Cantrips (0 Level) Thunderclap (evocation) 1st Level Earth tremor (evocation) 2nd Level Pyrotechnics (transmutation) Skywrite (transmutation, ritual) Warding wind
Wizard Spells
Compendium - Sources->Princes of the Apocalypse
(transmutation) Maximilian’s earthen grasp (transmutation)Pyrotechnics (transmutation) Skywrite (transmutation, ritual) Snilloc’s snowball swarm (evocation) Warding wind
of stone (transmutation) Investiture of wind (transmutation)7th Level Whirlwind (evocation) 8th Level Abi-Dalzim’s horrid wilting (necromancy)
Druid Spells
Compendium - Sources->Xanathar's Guide to Everything
) Warding wind (evocation) 3rd Level Erupting earth (transmutation) Flame arrows (transmutation) Tidal wave (conjuration) Wall of water (evocation) 4th Level Charm monster (enchantment
stone (transmutation) Investiture of wind (transmutation) Primordial ward (abjuration) 7th Level Whirlwind (evocation)
Sorcerer Spells
Compendium - Sources->Princes of the Apocalypse
) Snilloc’s snowball swarm (evocation) Warding wind (evocation)3rd Level Erupting earth (transmutation) Flame arrows (transmutation) Melf’s minute meteors (evocation)Tidal wave
wind (transmutation)7th Level Whirlwind (evocation) 8th Level Abi-Dalzim’s horrid wilting (necromancy)
Sorcerer Spells
Compendium - Sources->Xanathar's Guide to Everything
spike (divination) Pyrotechnics (transmutation) Shadow blade (illusion) Snilloc’s snowball swarm (evocation) Warding wind (evocation) 3rd Level Catnap (enchantment) Enemies abound
flame (transmutation) Investiture of ice (transmutation) Investiture of stone (transmutation) Investiture of wind (transmutation) Mental prison (illusion) Scatter (conjuration) 7th Level
Wizard Spells
Compendium - Sources->Xanathar's Guide to Everything
) Warding wind (evocation) 3rd Level Catnap (enchantment) Enemies abound (enchantment) Erupting earth (transmutation) Flame arrows (transmutation) Life transference (necromancy) Melf’s
) Infernal calling (conjuration) Negative energy flood (necromancy) Skill empowerment (transmutation) Steel wind strike (conjuration) Synaptic static (enchantment) Transmute rock
Druid Spells
Compendium - Sources->Princes of the Apocalypse
Dust devil (conjuration) Earthbind (transmutation)Skywrite (transmutation, ritual) Warding wind (evocation)3rd Level Erupting earth (transmutation) Flame arrows
(transmutation) Investiture of stone (transmutation)Investiture of wind (transmutation) Primordial ward (abjuration)7th Level Whirlwind (evocation)
Area Information
Compendium - Sources->Rrakkma
makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps
& Puzzles There was a high-levelglyph of warding in this chamber. However, when the mind flayers attempted to pass from this chamber, they triggered the trap which summoned an invisible stalker. They
Approaching the Caer
Compendium - Sources->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
Mausoleum: Winter
Compendium - Sources->Waterdeep: Dragon Heist
enter unmolested, and says to Renaer in passing, “Your mother was a lovely person.” Glyph of Warding A glyph of warding spell has been cast on the first step leading down to the underground level
, set to trigger when a humanoid creature passes over the step. The glyph can’t be spotted unless the dust on the floor is cleared away by a gust of wind spell or some other means. Once the dust is swept
Wizard Spells
Compendium - Sources->Basic Rules
Servant 2nd Level Alter Self Arcane Lock Blindness/Deafness Blur Continual Flame Darkness Darkvision Detect Thoughts Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind
of Warding Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking
Hollow Mine Locations
Compendium - Sources->Journeys through the Radiant Citadel
mine, read the following text: The mine’s entrance leads into a large cavern supported by wooden beams. At the chamber’s center, a derelict wooden elevator rattles in the wind that rushes from the
) check, a character perceives a section of the wall rattling in the wind, discovering a wooden door that was hidden behind a pile of rocks. H2: Teocín’s Quarters A makeshift wooden door blocks the
Monsters
Compendium - Sources->Sage Advice Compendium
groups of creatures. However, its cloudkill is listed under Innate Spellcasting. Because of that, would a paladin’s Aura of Warding resist it? Yes, because cloudkill is a spell, Aura of Warding would be
magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect In D&D, the first type of magic is part of nature. It is no more dispellable than the wind
7. The Sepulcher of Tloques-Popolocas
Compendium - Sources->Tales from the Yawning Portal->a3
like the wind and the night!” Trapped Doors. The doors are locked (DC 15 Dexterity check to pick with thieves’ tools) and trapped. Opening the lock disables the trap. Forcing the doors open can be
hour. A casting of dispel magic using a spell slot of 7th level or higher can also end the effect. The vapors linger for a month unless they are cleared away by a strong wind. Treasure. The seal on the
Monk: Way of the Ascendant Dragon
Compendium - Sources->Fizban's Treasury of Dragons
feature again. Wings Unfurled 6th-Level Way of the Ascendant Dragon Feature When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn
, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the
Camp Locations
Compendium - Sources->Princes of the Apocalypse
detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
Lyn Armaal, Level 3
Compendium - Sources->Storm King's Thunder
: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image 3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending 4th level: fabricate, ice
, conjure animals, cure wounds, entangle, speak with plants, thunderwave 1/day each: call lightning, conjure elemental (cast as 1 action), freedom of movement, gust of wind Development Thullen isn’t
Fane Locations
Compendium - Sources->Princes of the Apocalypse
Wind howls as it climbs this dark shaft. After 80 feet, the pit tapers into a tunnel (area N1 of the Howling Caves, described later in this chapter). Chaotic gusts blow up and down the shaft, too
weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
Lyn Armaal, Level 1
Compendium - Sources->Storm King's Thunder
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
; +7 to hit with spell attacks): At will: mage hand, message, prestidigitation, ray of frost 2/day each: arcane lock, gust of wind, invisibility, magic missile, unseen servant 1/day each: globe
Locations in Triboar
Compendium - Sources->Storm King's Thunder
. Its lock can be picked with thieves’ tools and a successful DC 15 Dexterity check. A glyph of warding spell cast on the door is triggered when someone other than Draven opens it. When triggered, the
, appearing as a tall, muscular man whose long, white hair and beard whip and billow as if in an endless breeze, even when there is no wind. It is also said that worshipers of Gwaeron or Mielikki who sleep in
Areas of Kolat Towers
Compendium - Sources->Waterdeep: Dragon Heist
growl. “Come on, then!” Trapped Door. A glyph of warding spell has been cast on the door, set to trigger when it is opened by anyone other than Manshoon. The glyph, which resembles an ornate letter M
12 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. The gas lingers for 1 minute unless dispersed with a gust of wind