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Returning 35 results for 'ball both diffusing charges reveals'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
","rollAction":"Longsword","rollDamageType":"necrotic"} necrotic damage. The sword has 5 charges. If Zalthar scores a critical hit against a creature that has fewer than 100 hit points, it must
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
charges daily at dawn.
Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire
Magic Items
Icewind Dale: Rime of the Frostmaiden
A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the
all its expended charges or uses. A magic item recharged in this manner can’t be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.
You
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
skeletal remains of the losers of a previous game of pelota in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter. Cursed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
skeletal remains of the losers of a previous game of pelota in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter. Cursed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
skeletal remains of the losers of a previous game of pelota in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter. Cursed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
similar effect also reveals the presence of the key, either in the chest or among the wreckage. A successful dispel magic (DC 14) cast on the key renders it visible. 54B. Granite Ball A 5-foot-diameter
with a rusty built-in lock. Just beyond the chest, the tunnel opens up to a huge, dark chamber.
The chest (area 54A) is the trigger for a trap. When the chest or its lid is lifted, a heavy stone ball
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
similar effect also reveals the presence of the key, either in the chest or among the wreckage. A successful dispel magic (DC 14) cast on the key renders it visible. 54B. Granite Ball A 5-foot-diameter
with a rusty built-in lock. Just beyond the chest, the tunnel opens up to a huge, dark chamber.
The chest (area 54A) is the trigger for a trap. When the chest or its lid is lifted, a heavy stone ball
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
similar effect also reveals the presence of the key, either in the chest or among the wreckage. A successful dispel magic (DC 14) cast on the key renders it visible. 54B. Granite Ball A 5-foot-diameter
with a rusty built-in lock. Just beyond the chest, the tunnel opens up to a huge, dark chamber.
The chest (area 54A) is the trigger for a trap. When the chest or its lid is lifted, a heavy stone ball
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
question Dirlagraun, it quietly cautions them that some things go missing from the Witchlight Carnival and never come back. Before it can say more, Viro, the older of the two boys, picks up a mirrored ball
from the lost property wagon. In a rare moment of anger, Dirlagraun snatches the ball back with a snarl and a flick of its tentacle, causing Viro to dash away in fright. Unable to leave the younger boy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
question Dirlagraun, it quietly cautions them that some things go missing from the Witchlight Carnival and never come back. Before it can say more, Viro, the older of the two boys, picks up a mirrored ball
from the lost property wagon. In a rare moment of anger, Dirlagraun snatches the ball back with a snarl and a flick of its tentacle, causing Viro to dash away in fright. Unable to leave the younger boy
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
question Dirlagraun, it quietly cautions them that some things go missing from the Witchlight Carnival and never come back. Before it can say more, Viro, the older of the two boys, picks up a mirrored ball
from the lost property wagon. In a rare moment of anger, Dirlagraun snatches the ball back with a snarl and a flick of its tentacle, causing Viro to dash away in fright. Unable to leave the younger boy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters are actually spreading the plague.
6 Louise Renier seeks the characters’ aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her wererat nature before her guests.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters are actually spreading the plague.
6 Louise Renier seeks the characters’ aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her wererat nature before her guests.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters are actually spreading the plague.
6 Louise Renier seeks the characters’ aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her wererat nature before her guests.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blade. 4 A planetar reveals itself to the characters and declares Atash a false emissary of the Sunweaver. 5 Possessed by a shadow demon, a high-ranking member of the Brightguard calls for the
characters’ arrest on charges of high treason. 6 Revolutionaries begin signing their graffiti with the symbol of the beholder Chesmare, a terror imprisoned in the Sky Prison. Astrologers approach the characters, afraid the sigils will set her free.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blade. 4 A planetar reveals itself to the characters and declares Atash a false emissary of the Sunweaver. 5 Possessed by a shadow demon, a high-ranking member of the Brightguard calls for the
characters’ arrest on charges of high treason. 6 Revolutionaries begin signing their graffiti with the symbol of the beholder Chesmare, a terror imprisoned in the Sky Prison. Astrologers approach the characters, afraid the sigils will set her free.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
addition, twelve uncut rubies (worth 50 gp each) are being used as pieces for the board game. A successful DC 12 Wisdom (Perception) check reveals that the board resembles a partial map of the temple
, showing areas 1 to 22. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving for areas 4 and 5. Spending 2 charges also brings the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
addition, twelve uncut rubies (worth 50 gp each) are being used as pieces for the board game. A successful DC 12 Wisdom (Perception) check reveals that the board resembles a partial map of the temple
, showing areas 1 to 22. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving for areas 4 and 5. Spending 2 charges also brings the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
addition, twelve uncut rubies (worth 50 gp each) are being used as pieces for the board game. A successful DC 12 Wisdom (Perception) check reveals that the board resembles a partial map of the temple
, showing areas 1 to 22. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving for areas 4 and 5. Spending 2 charges also brings the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blade. 4 A planetar reveals itself to the characters and declares Atash a false emissary of the Sunweaver. 5 Possessed by a shadow demon, a high-ranking member of the Brightguard calls for the
characters’ arrest on charges of high treason. 6 Revolutionaries begin signing their graffiti with the symbol of the beholder Chesmare, a terror imprisoned in the Sky Prison. Astrologers approach the characters, afraid the sigils will set her free.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
detention must search for supplies as described below. Objective. Instructor Minexes directs the students to look for the lost supplies in the area shown on map 6.1. The characters and their charges must
the characters examine any of the crates except for the empty crate in area D5, they get an unsettling feeling. Detect magic reveals latent, sinister magic in the air, as well as a strange sense of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
detention must search for supplies as described below. Objective. Instructor Minexes directs the students to look for the lost supplies in the area shown on map 6.1. The characters and their charges must
the characters examine any of the crates except for the empty crate in area D5, they get an unsettling feeling. Detect magic reveals latent, sinister magic in the air, as well as a strange sense of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
detention must search for supplies as described below. Objective. Instructor Minexes directs the students to look for the lost supplies in the area shown on map 6.1. The characters and their charges must
the characters examine any of the crates except for the empty crate in area D5, they get an unsettling feeling. Detect magic reveals latent, sinister magic in the air, as well as a strange sense of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lightning is a game in which two teams of six players compete against each other. To win, a team must eliminate the other team’s players by hitting them with a 3-inch-diameter iron ball. A player struck by
the thrown ball is eliminated and teleported to the sidelines. The game ends when all of one team’s players have been eliminated.
When the game begins, an iron ball magically appears in a random






