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Returning 35 results for 'before being drawing cantrip reveals'.
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Magic Items
Dungeon Master’s Guide
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
Monsters
Mythic Odysseys of Theros
","rollType":"damage","rollAction":"Wave Touch","rollDamageType":"cold"} cold damage.
Ray of Frost (Cantrip). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ray of
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Magic Items
The Book of Many Things
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.
Dawn. This card invigorates you. For
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
in the hands of monsters, which you must clear out before you can claim the keep as yours.
Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and
Backgrounds
Guildmasters’ Guide to Ravnica
their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to
your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Azorius Guild Spells
Spell Level
Spells
Cantrip
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, drawing on player character rules from the Player’s Handbook and other D&D books. This chapter adds to that wealth of options with the material in the following sections: “Race Option” presents the
” reveals some spells that were developed at the university. “Magic Items” collects magic items that Strixhaven students might acquire on their adventures. A group of Strixhaven students—each from a different
college—descend into the depths below an ancient ruin
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
reveals that a sinister magical signature is drawing the mascots here—the sensation is something like a rotten-smelling tingle in the back of one’s nostrils. The exact nature of the unsettling latent magic
isn’t clear, but it seems to fundamentally involve drawing energy from living creatures. Wiltroot Hall Features The hall and surrounding grounds have the following features (areas not numbered are
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
magic spell cast on the alcove reveals an aura of conjuration magic emanating from it. While standing in the alcove, Endelyn can use a bonus action to speak a command word (“imprek”) and teleport to her
resemble you and your companions. With each tug of the strings, the puppets bob around the stage, speaking in the hag’s scratchy voice.
Drawing on information fed to her by the Orrery of Tragedies
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
was slashed by a sword. Leafing through the crumbling book reveals that it is a devotional text for knights from a place called the Holy Empire of Valentia. Most of the knights who joined Argynvost
transmutation magic under the scrutiny of a detect magic spell, but the aura is weak. If the characters repair the picture using a mending cantrip, read: The beacon in the picture flashes with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Close examination reveals two or more pinpricks of silver light deep inside the sphere. A professor orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on
cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. Professor Bring. The orb found in this room is lawful neutral and introduces itself as Professor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Futuristic Frogmash, a foul-tasting homebrewed wine. Each label bears Halaster’s rune and the date 1531 DR. A detect magic spell reveals an aura of abjuration magic around one of the bottles. Uncorking this
rune targets the caster of the spell, provided the caster is within 60 feet of the opened bottle. Determine the rune randomly by drawing a card from the Elder Runes Deck (see appendix B).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or fewer, Kavil switches sides and offers information in exchange for his life. He knows one random Undermountain secret, determined by drawing a card from the Secrets Deck (see appendix C), as well as
dragon-shaped figurine or a drawing of a dragon, also opens the gate. Characters must be at least 15th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ruse and attack. If the characters think the ceremony is real and join the festivities, the dwarves wait for them to get close before drawing hidden weapons and taking the characters. Characters with a
itself, gathers its glaive from behind the dais, and uses the statue of Sharindlar for cover while casting spells, doing its best not to affect its allies. The oni reveals its true form only if doing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
repaired as follows: Each casting of the mending cantrip restores 1 hit point to the damaged saucer. A character who has tinker’s tools, proficiency in the Arcana skill, and 10 gp worth of replacement
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic spell reveals an aura of transmutation magic around each one. Any nonmagical weapon that strikes a statue for the purpose of dealing damage to it turns to dust. Magic Mouth In Halaster’s voice, the
is running out.” Mine Carts The axles, wheels, and brake handles of the mine carts are rusted in place. A prestidigitation cantrip or similar magic can free the mechanisms and render a mine cart
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Frost (Cantrip). Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the triton’s next turn.
Reactions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
drifts through its broken doors.
A detect magic spell cast here reveals an aura of conjuration magic. The tower’s interior is ruined but surprisingly clean, thanks to permanent unseen servant
Magic Items
Infernal Machine Rebuild
an encounter, it has advantage on the attack roll.
11
Your clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to
hand cantrip at will.
A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear.
30
You are able to decipher
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. A detect magic spell reveals an aura of conjuration magic around the altar, which is 30 feet long, 15 feet wide, and 3 feet tall. Like a mass of webs, the altar has gaps across its surface. The first
speak with dead on a corpse and asks what it knows about Undermountain, the corpse shares a secret determined by drawing a card from the Secrets Deck (see appendix C).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
or insults 7 Dueling 8 Execution (d8) 1 Beheading 2 Burning at the stake 3 Burying alive 4 Crucifixion 5 Drawing and quartering 6 Hanging 7 Impalement 8 Sacrifice (living) 9 Impersonation or disguise
extra damage when used against the villain. 5 The villain is destroyed if it speaks its true name. 6 An ancient prophecy or riddle reveals how the villain can be overthrown. 7 The villain falls when an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cantrip. If all else fails, Leosin reveals that he has a hidden knife with which they can cut themselves free. If characters admit they came from Greenest and are enemies of the cult, the effect is the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
five 1-foot-long pieces — the four that Halaster placed on display here, plus a fifth piece he cast away. A detect magic spell reveals no magical auras around the staff fragments. Each of the staff’s
sections of the staff) can be restored to a single section with a mending cantrip, as can pieces four and five (the bottom two sections). If the fifth piece is found, the entire staff can be restored
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
use for a cantrip. If all else fails, Leosin reveals that he has a hidden knife with which they can cut themselves free. If characters admit they came from Greenest and are enemies of the cult, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cantrip and pressing its spectral fingers into the keystone’s indentation opens the gate for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The
Door. A seam in the rock wall reveals a secret swivel door covered with oily troglodyte secretions. Anything that touches the oily door carries the mildly revolting stench of troglodytes for 1 hour or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lungs and it’s close by. Conversely, a message cantrip or similar magic can be used to get the plesiosaurus’s attention. The creature is curious to hear what the characters have to say: A reptilian
awakening is permanent.) A character must succeed on a DC 14 Charisma (Persuasion) check to convince the plesiosaurus to talk more about the purpose of its attacks. The plesiosaurus reveals that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
staff can be repaired with a mending cantrip. The first time the intact staff is held, it wails, “Help! Thief! Criminal!” before its magic fades forever. If the wailing occurs here, the creatures in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into
cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you. Ruin All forms of wealth that you carry or own, other than magic items, are
beyond your control. Any documentation that proves you should own something lost to this card also disappears. Sage At any time you choose within one year of drawing this card, you can ask a question
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
identity of your new enemy isn’t known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC’s hostility toward you. A QUESTION OF ENMITY
Two of
of monsters, which you must clear out before you can claim the keep as yours. Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally






