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  1. Control. You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw.

  2. You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw.

  3. You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw.

  4. Learn how to cast zone of truth, a 2nd level enchantment spell that prevents deception in a 15-foot-radius sphere. Find out the spell description, components, duration, and rating of this spell for DnD 5e.

  5. 2 sty 2024 · Zone of Truth 5e. 2nd-level Enchantment. Casting Time: 1 action. Range: 60 feet. Components: V, S. Duration: 10 minutes. You can create a magical zone guarding against deception in a 15-foot-radius sphere centered on the point of your choice within range.

  6. Learn how to cast the 2nd-level enchantment spell zone of truth, which creates a magical zone that guards against deception. Find out the casting time, range, duration, components, and effects of this spell.

  7. Learn how to cast zone of truth, a 2nd-level enchantment spell that prevents lying within a 15-foot-radius sphere. Find the spell's components, duration, and effects on the 5th Edition SRD website.

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