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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travei through the wall. WALL OF ICE 6th-leveI evocation Casting Time: I action Range: 120 feet Components: V, S, M (...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] th a radius of up to 10 feet, ar you can shape a flat surface made up of ten IO-foot-square panels. Each panel must be contiguous with another pane!. In any form, the wall is I foot thick and lasts for the duration. If the wall cuts through ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] save, the creature takes IOd6 cold damage, ar half as much damage on a successful save. The wall is an object that can be damaged and thus breached. 1thas AC 12 and 30 hit points per IO-foot section, and it is vulnerable to fire damage. Redu...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ime on aturo must make a Constitution saving thraw. That creature takes 5d6 cold damage on a failed save, ar half as much damage on a successful one. At Higher LeveIs. When you cast this spell using a spell slot of 7th levei ar higher, the d...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s increases by 2d6, and the damage fram passing through the sheet of frigid air increases by Id6, for each slot levei above 6th. PAR'I 3 I SPELLS . . WALL OF STONE 5th-leveI evocation Casting Time: 1 aclion Range: 120 feel Components: V,S, M...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] The wa11is 6 inches lhick and is composed of len lO-foOl-by-lO-foOIpanels. Each panel musl be conliguous wilh alleasl one olher pane!. AIlernatively. you can creale 10-foOl-by-20-fool panels lhat are only 3 inches lhick. If lhe wall culs lhr...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ealure can make a Dexlerity saving lhrow. On a success, il can use ils reaclion lo move up lo ils speed so lhat il is no longer enclosed by lhe wall. The wall can have any shape you desire, lhough il can'l occupy lhe same space as a crealure...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] pell lo bridge a chasm or creale a ramp. Ifyou creale a span grealer lhan 20 feel in lenglh, you musl halve lhe size of each panello creale supporls. Vou can crudely shape lhe walllo creale crenellalions, balllemenls, and so on. The wall is ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 30 hit points per inch of thickness. Reducing a panel lo Ohit points destroys it and might cause connected panels to collapse aI the DM's discrelion. lf you maintain your concentralion on this spell for its whole duralion, the wall becomes p...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] (a handful of lhorns) Duration: Concenlralion, up to 10 minules Vou creale a wa11of lough, pliable. langled brush brislling with needle-sharp lhorns. The wa11appears within range on a solid surface and lasls for lhe duralion. Vouchoose lOmak...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 0 feel high and 5 feel lhick. The wall blocks line of sighl. When lhe wall appears, each crealure wilhin ils area musl make a Dexlerily saving lhrow. On a failed save, a crealure lakes 7d8 piercing damage, or half as much damage on a success...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] of movemenl. Furlhermore, lhe firsllime a crealure enlers lhe wall on a lurn or ends its lurn lhere, lhe crealure musl make a Dexlerily saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] At Hil1her LeveIs. When you casllhis spe11using a spe11slol of 71hlevei or higher, boIh lypes of damage increase by Id8 for each slollevel above 61h. WARDING BOND 2nd-leveI abjuration Casting Time: 1 action Range: Touch Components: V,S, M (a...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] willing crealure you louch and creales a myslic conneclion belween you and lhe largel unlillhe spell ends. While lhe largel is wilhin 60 feel of you. il gains a +1 bonus lo AC and saving lhrows, and il has resislance lo ali damage. AIso, eac...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] aled by more lhan 60 feel. It also ends if lhe spell is casl again on eilher of lhe connecled crealures. Vou can also dismiss lhe spell as an aclion. WATER BREATHING 3rd-Ievel transmutation (ritual) Casting Time: 1 aclion Range: 30 feel Comp...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ures you can see wilhin range lhe abilily lo brealhe underwaler unlillhe spell ends. Affecled crealures also relain lheir normal mode of respiralion. WATERWALK 3rd-Ievel transmutation (ritual) Casting Time: 1 aclion Range: 30 feel Components...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] es crossing mollen lava can slilllake damage from lhe heal). Up lo len willing crealures you can see wilhin range gain lhis abilily for the duralion. lf you largel a crealure submerged in a Iiquid, the spell carries lhe largello lhe surface ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 2nd-leveI conjuration Casting Time: 1 aclion Range: 60 feel Components: V,S, M(a bil of spiderweb) Duration: Concenlration, up to 1 hour PART.3 Pil . 288 Vou conjure a mass of thiek, stieky webbing at a point of your ehoice within range, The...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] walls or trees) or layered aeross a floar, wall, or eeiling, the eonjured web eollapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surfaee have a depth of 5 feel. Eaeh ereature that starts its turn...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] A ereature restrained by the webs ean use its aetion to make a Strength eheek against your spell save De. If it sueeeeds, it is no longer restrained. The webs are flammable. Any 5-foot eube of webs exposed to fire burns away in 1 round, deal...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] entration, up to one minute Drawing on the deepest fears of a group of ereatures, you ereate illusory ereatures in their minds, visible only to them. Eaeh ereature in a 30-foot-radius sphere eentered on a point of your ehoice within range mu...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] an implaeable threal. At the start of eaeh of the frightened ereature's turns, it must sueeeed on a Wisdom saving throw or take 4dlO psyehie damage. On a sueeessful save, the spell ends for that ereature. WIND WALK 6th-levei transmutation Ca...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] urs PART 3 I SPELLS Vou and up to ten willing ereatures you ean see within range assume a gaseous form for the duration, appearing as wisps of c1oud. While in this c10ud form, a ereature has a flying speed of 300 feet and has resistanee to d...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ereature is ineapacitated and ean't move. Until the spell ends, a ereature ean revert to c10ud form, whieh also requires the I-minute transformation. If a ereature is in c10ud form and flying when the effeet ends, the ereature deseends 60 fe...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ends 60 feet per round for 1 minute until it lands, which it does safely. If it ean't land after 1 minute, the ereature falls the remaining distanee. WINDWALL 3rd-/evel evocation Casting Time: 1 action Range: 120 feet Components: V,S, M (a t...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 50 feet long, 15 feet high, and 1 foot thick. Vou ean shape the wall in any way you ehoose so long as it makes one continuous path along the ground. Thewall lasts for the duration. When the wall appears, each creature within its area must ma...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ases at bay. Small or smaller flying ereatures or objects can't pass through the wall. Loose, Iightweight materiais brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launehed at targets behind the wall are defle...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] th-levei conjuration Casting Time: I aelion Range: Self Components: V Duration: Instantaneous Wish is the mightiest spell a mortal ereature can easl. By simply speaking aloud, you can alter the very foundations of reality in accord with your...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] Alternatively, you ean ereate one of the following effecls of your ehoice: Vou ereale one object of up to 25,000 gp in value thal isn't a magic item. The objeel ean be no more than . 300 feet in any dimension, and it appears in an unoc- cupi...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] effects on them described in the greater restoration spel!. Vou grant up to ten creatures that you can see resis- tance to a damage type you choose. Vou grant up to ten creatures you can see immunity to a single spell or other magical effect...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] nt event by forcing a reroll of any roll made within the last round (including your last tum). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's criticai hit, o...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] the original roll. Vou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ly fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you ta...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] 2d4 days. For each of those days that you spend resting and doing nothing more than Iight activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you su...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] I minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained are of Iightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes Idl2 lightning...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you. At Higher Leveis. When you cast this spell using a spell slot of 2nd levei ar higher, the initial damage incre...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] ponents: V Duration: Instantaneous Vou and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. Vou and any creatures that teleport with you appear in the nearest unoccupied space to the ...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] s no effect. Vou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly Iinked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your dei...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] tration, up to I minute The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra Id6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frighte...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] d of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spel!. ZONE OF TRUTH 2nd-ievei enchantment Casting Time: I action Range: 60 feet Components: V,S D...
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[Path: Part 3 - The Rules of Magic > Chapter 11 - Spells > Spell Descriptions] . Until the spell ends, a creature that enters the spell's area for the first time on atum or starts its tum there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. Vou know whe...
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[Path: Appendix A - Conditions] ally respond with alie. Such a creature can be evasive in its answers as long as it remains within the boundaries af lhe lrulh. PART 3 I SPELLS 289 . ApPENDIX A: CONDITIONS ONDITIONS ALTER A CREATURE'S CAPABIUTlES IN a variety of ways and can arise as a result of a spell, a class feature...
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[Path: Appendix A - Conditions] ture, each instance of the condition has its own duration, but the condition's effects don't get worse, A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition, BUNDED A blinded creature can't see and...
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[Path: Appendix A - Conditions] BUNDED A blinded creature can't see and automatically fails any ability check that requires sight. Atlack rolls against the creature have advantage. and the creature's atlack ralls have disadvantage, CHARMED A charmed creature can't attack the charmer or target the charmer with harmful a...
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[Path: Appendix A - Conditions] s hearing, FRIGHTENED A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear, GRAPPLED A grappled creature's speed becomes O,and it can't benefit fr...
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[Path: Appendix A - Conditions] ect removes the grappled creature fram the reach of the grappler or grappling effect,such as when a creature is hurled away by the thunderwave spell. INCAPACITATED An incapacitated creature can't take actions or reactions. . ••• Levei Elfeel 1 Disadvantage on ability checks 2 Speed halve...
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[Path: Appendix A - Conditions] reature suffers another effeet that causes exhaustion, its current levei af exhaustion increases by the amount specified in the effect's description. A creature suffers the effect ofits current levei of exhaustion as well as alllower leveis. For example, a creature suffering levei 2 exha...
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[Path: Appendix A - Conditions] n reduces its levei as specified in the effect's description, with ali exhaustion effects ending if a creature's exhaustion levei is reduced below 1. Finishing a long rest reduces a creature's exhaustion levei by 1, provided that the creature has also ingested some food and drink. •• EXH...
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[Path: Appendix A - Conditions] the long-term effects offreezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six leveis. An effect can give a creature one or more leveis Df exhaustion, as specified in the effect's description. DEAFENEO PETRIFIED A petrified cr...
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[Path: Appendix A - Conditions] by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has r...
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[Path: Appendix A - Conditions] e already in its system is suspended, not neutralized. PARALYZED A paralyzed creature is incapacitated (see the condi- tion) and can't move or speak. The creature aulomatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that h...
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[Path: Appendix A - Conditions] An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The crea- ture's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantag...
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[Path: Appendix A - Conditions] ge on attack rolls and ability checks. PRONE A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the c...
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[Path: Appendix A - Conditions] nd it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. STUNNED A stunned creature is incapacitated (see the condition), can't move, and...
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[Path: Appendix A - Conditions] d can speak only falteringly. The creature automatica11y fails Strength and Dexterity saving throws. Attack ro11sagainst the creature have advantage. UNCONSCIOUS An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings The crea...
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[Path: Appendix A - Conditions] ack ro11sagainst the creature have advantage. Any altack that hits the creature is a criti. cal hit if the attacker is within 5 feet of the creature. UNCONSCIOUS APPENDIX A I CONDITIONS • •• o o () PRONE STUNNEO ReSTRAINEO o• • . ApPENDIX B: GODS OF THE MULTIVERSE D&D PANTHEONS THE FORGO...
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[Path: Appendix B - Gods of the Multiverse] idely known across the Realms, and many more are worshiped locally, by individual tribes, small cults, or certain sects of larger religious tem pies. Each world in the D&D multiverse has its own pantheons of deities, ranging in size from the teeming pantheons of the Forgotten...
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[Path: Appendix B - Gods of the Multiverse] races worship the same gods on different worlds-Moradin, for example, is revered by dwarves of the Forgotten Realms, Greyhawk, and many other worlds. EBERRON The world of Eberron has many different religions, but the most important revolves around a pantheon called the Sovere...
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[Path: Appendix B - Gods of the Multiverse] very aspect of existence, and to speak with a unified voice. But the Dark Six are the primitive, bloody, and cruel gods who offer a dissenting voice. Eberron's other religions are very different from the traditional D&D pantheons. The monotheistic Church of the Silver Flame i...
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[Path: Appendix B - Gods of the Multiverse] nks. The philosophy of the Blood of Vol teaches that divinity Iies within ali mortal beings and reveres the undead who have secured lhat immortality. Various mad cults are devoted to the demons and horrors imprisoned in Eberron's Underdark (called Khyber, lhe Dragon Below). T...
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[Path: Appendix B - Gods of the Multiverse] the Path of Light believe that the world is heading toward a glorious future where the shadows that cloud this world will be transformed into Iight. And two relaled nations of e1ves revere their ancestral spirits: lhe Undying Court, preserved as spirits or even undead forms, ...
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[Path: Appendix B - Gods of the Multiverse] milies: seven gods of good headed by Paladine and Mishakal, seven of neutrality headed by Gilean, and seven of evil headed by Takhisis and Sargonnas. These deities have been called by many different names and held in varying leveis of esteem by different peoples and cultures ...
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[Path: Appendix B - Gods of the Multiverse] ations. NONHUMAN DEITIES Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk share these deities. Nonhuman races often have whole pantheons of thei...
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[Path: Appendix B - Gods of the Multiverse] in the same way. The nonhuman races of the Forgotten Realms and Greyhawk share these deities. Nonhuman races often have whole pantheons of their own. Besides Moradin, for example, the dwarf gods include Moradin's wife, Berronar Truesilver, and a number of other gods thought t...
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[Path: Appendix B - Gods of the Multiverse] hor, Clangeddin Silverbeard, Dugmaren Brightmantle, Dumathoin, Gorm Gullhyn, Haela Brightaxe, Marthammor Duin, Sharindlar, Thard Harr, and Vergadain. Individual dans and kingdoms of dwarves might revere some, ali, or none of these deities, and some have other gods unknown (or...
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[Path: Appendix B - Gods of the Multiverse] ome from at least four different pantheons, representing the faiths of the various ethnic groups that populated lhe continent of Oerik over the ages. As a result, there's a great deal of overlap in lheir portfolios: Pelor is the Flan god of the sun and Pholtus is the Oeridian...
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[Path: Appendix B - Gods of the Multiverse] es in this section suggest the Life domain, particularly if they are dosely associated with healing, protection, childbirth, nurturing, ar fertility. As described in the chapter 3, though, the Life domain is incredibly broad, and a deric of any non-evil deity can choose il. A...
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[Path: Appendix B - Gods of the Multiverse] but if you want to worship a god af death, consult your Dungeon Master . •• ELIGION ISAN IMPORTANT PART OF LIFE IN THE worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining p...
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[Path: Appendix B - Gods of the Multiverse] existence. Many people in the worlds of D&D worship different gods at different times and eircumstances. People in the Forgotten Realms, for example. might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to appease Talos when ...
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[Path: Appendix B - Gods of the Multiverse] ngs they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of lhat god's ideais. Your DM determines which gods, if any, are worshiped in his or her campaign. From among the gods available, you can choose a s...
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[Path: Appendix B - Gods of the Multiverse] ter prays to most often. ar just make a mental note of lhe gods who are revered in your DM's campaign so you can invoke their names when appropriate. ]f you're playing a deric or a character with the Acolyte background, decide which god your deity serves or served, and consid...
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[Path: Appendix B - Gods of the Multiverse] deity serves or served, and consider the deity's suggested domains when selecting your character's domain. APPENOIX B I CO os OF THE MULTIVERSE 293 . DEITIES OF THE FORGOTTEN REALMS Deity Auril, goddess of winter Azuth, god of wizards Bane, god of tyranny Beshaba, goddess of ...
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[Path: Appendix B - Gods of the Multiverse] ales resting on a warhammer Wave curling left and right Upright coin with Waukeen's profile facing left 294 \ APPEN[)IX B i OODS OF TIIE MULTIVERSE . DElllES OF GREYHAWK Deity Alignment Suggested Domains Symbol Beory, goddess of nature N Nature Green disk Boccob, god of magic...
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[Path: Appendix B - Gods of the Multiverse] scent moon Ralishaz, god of illluck and insanity CN Trickery Three bone fate.casting sticks Rao, god of peace and reason LG Know[edge White heart St. Cuthbert, god of common sense and zeal LN Knowledge Cirele at the center of a starburst of [ines lharizdun, god of eterna[ dar...
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[Path: Appendix B - Gods of the Multiverse] the sea and storms CE Tempest Turtle shell Nuitari, god of evil magic LE no derics Black cirele or sphere APPENDIX B I GODS OF THE MULTI" ERSE 295 . DEITIES OF EBERRON The Sovereign Hosl Alignmenl Suggesled Domains Symbol Arawai, goddess offerlilily NG Life, Nalure Sheaf of w...
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[Path: Appendix B - Gods of the Multiverse] ine-sided gold coin Olladra, goddess of good forlune NG Life, Trickery Domino Onalar, god of crafl NG Knowledge Crossed hammer and tongs The Dark Si. Alignmenl Suggesled Domains Symbol The Devourer, god of nature's wralh NE Tempest Bundle of five sharpened bones The Fury, god...
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[Path: Appendix B - Gods of the Multiverse] ery Dragon head with five claw marks Yondalla, halfling goddess of ferlility and protection LG Life Shield 296 APPEND1X B I GODS or THE MU LTIVERSE . FANTASy-HISTORICAL PANTHEONS The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religi...
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[Path: Appendix B - Gods of the Multiverse] propriate for use in a 0&0 game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game. THE CELTlC PANTHEON It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese...
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[Path: Appendix B - Gods of the Multiverse] c gods dwell. They sprang from the brook and stream, their might heighlened by lhe strength of the oak and lhe beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods f...
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[Path: Appendix B - Gods of the Multiverse] s into being. The Celtic gods are as often served by druids as by c1erics. for they are c10sely aligned with the forces of nature lhat druids revere. THE GREEK PANTHEON The gods of Olympus make lhemselves known wilh the gentle lap of waves against the shores and lhe crash of ...
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[Path: Appendix B - Gods of the Multiverse] old evidence of their passing. Everyaspect of nature echoes with their presence, and they've made a place for themselves inside the human hearl, 100. THE EGYPTIAN PANTHEON These gods are a young dynasty of an ancienl divine family, heirs to the rulership of lhe cosmos and lhe...
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[Path: Appendix B - Gods of the Multiverse] hcir logical and rightful place in lhe universe. The Egyptian panlheon is unusual in having lhree gods wilh the Dealh domain of differenl alignmenls. Anubis is lhe lawful neulral god of lhe aflerlife, who . judges lhe souls of lhe dead. Set is a chaotic evil god of murder, pe...
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[Path: Appendix B - Gods of the Multiverse] h most c1erics of lhe Dealh domain (found in lhe Dungeon Master's Cuide) are villainous characlers, c1erics who serve Anubis or Nephlhys need nol be. THE NORSE PANTHEON Where lhe land plummels from the snowy hills inlo lhe icy fjords below, where lhe longboals draw up on lo l...
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[Path: Appendix B - Gods of the Multiverse] wilh every fali and spring-lhis is lhe land of the Vikings, the home of lhe Norse panlheon. It's a brulal clime, and one lhal calls for brulalliving. The warriors of the land have had lo adapl lo lhe harsh condilions in order lO survive, but lhey haven't been 100 lwisled by C...
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[Path: Appendix B - Gods of the Multiverse] 's surprising lhe mortais lurned out as well as lhey did. Their powers reflecl the need lhese warriors had for slrong leadership and decisive action. Thus, lhey see lheir deities in every bend of a river, hear them in lhe crash of lhe thunder and lhe booming of lhe glaciers, ...
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[Path: Appendix B - Gods of the Multiverse] prosperily). Once enemies, these lwo families are now c10sely allied againsl lheir common enemies, the gianls (including lhe gods Surlur and Thrym). Like lhe gods of Greyhawk, gods in different families somelimes have overlap in their spheres of influence: Frey (of lhe Vanir)...
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[Path: Appendix B - Gods of the Multiverse] lies somelimes have overlap in their spheres of influence: Frey (of lhe Vanir) and Odur (of the Aesir) are both associated with lhe sun, for example. Deity The Daghdha, god of wealher and crops Arawn, god oflife and dealh Belenus, god of sun, light, and warmth Briganlia, godd...
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[Path: Appendix B - Gods of the Multiverse] mer and anvil Fan of peacock feathers Lion's head Caduceus (winged staff and serpents) Hearth Winged woman Syrinx (pan pipes) Trident Red pentagram . ECYPTlAN DEITIEs Deity Alignment Suggested Domains Symbol Re-Horakhty, god ofthe sun, ruler ofthe gods LG Life, Light Solar dí...
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[Path: Appendix C - The Planes of Existence > The Material Plane] god of courage and strategy LN Knowledge, War Sword Uller, god ofhunting and winter CN Nature Longbow J f APPENOIX B I CO os OF THE MULTIVfRSE 299 . ApPENDIX c: THE PLANES OF EXISTENCE •• 300 r NCREDlBLYVAST lS THE COSMOS OF THE DUNGEONS& DRAGONSgame, wh...
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[Path: Appendix C - The Planes of Existence > The Material Plane] s of existence. lt encompasses every world where Dungeon Masters run their adventures, alI within the relatively mundane realm of the Material Plane. Beyond lhat plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the ...
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[Path: Appendix C - The Planes of Existence > The Material Plane] ems can draw energy from these planes, summon the creatures that dwelI there, communicate with their denizens, and alIow advenlurers to travei there. As your character achieves greater power and higher leveIs, you might undertake a quest to rescue a frie...
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[Path: Appendix C - The Planes of Existence > The Material Plane] giants of Ysgard. Vou might walk on streets made of solid fire or lest your mettle on a battlefield where lhe falIen are resurrected with each dawn. THE MATERIAL PLANE The Material Plane is the nexus where the philosophical and elemental forces tha! defi...
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[Path: Appendix C - The Planes of Existence > The Material Plane] erial Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of the Material Plane are infinitely diverse, for lhey reflect the creative imagination of th...
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[Path: Appendix C - The Planes of Existence > The Material Plane] where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned. POSITIVE PLANE OUTER PLANES APPENDIX C I THE PLANES OF EXISTENCE The best-known worlds in lhe multiverse ...
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[Path: Appendix C - The Planes of Existence > The Material Plane] ngs for the 0&0 game over the years-Greyhawk, Blackmoor, Dragonlance, the Forgotten Realms, Mystara, Birthright, Dark Sun, and Eberron, among others. Each of these worlds boasts its own cast of heroic adventurers and scheming villains, its own ancient ru...
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[Path: Appendix C - The Planes of Existence > The Material Plane] belongs to your DM-you mighl imagine it as one of thousands of paralIel versions of the world, which might diverge wildly from the published version. MATERIAL ECHOES The Material Plane is a richly magical place, and its magical nalure is reflected in the...
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[Path: Appendix C - The Planes of Existence > The Material Plane] hadowfelI are paralIel dimensions occupying the same cosmological space, so they are often calIed echo planes or mirrar planes to the Material Plane. The worlds and landscapes of these planes mirror lhe natural world of the Material Plane but reflect tho...
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[Path: Appendix C - The Planes of Existence > The Material Plane] Material Plane but reflect those fealures into different forms-more marvelous and magical in the Feywild, distorted and colorless in the Shadowfell. Where a volcano stands in the Malerial Plane, a mountain topped with skyscraper-sized crystals that glow ...
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[Path: Appendix C - The Planes of Existence > The Material Plane] ild, also calIed the Plane of Faerie, is a land of soft lights and wonder, a country of little people with great desires, a place of music and death. lt is a realm of eternal twilight, with slow lanterns bobbing in the gentle breeze and huge fireflies bu...