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Returning 35 results for 'before blast diffusing contingency runes'.
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Monsters
Phandelver and Below: The Shattered Obelisk
can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the brain breaker’s choice within
60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
(Sleight of Hand) check. If the crate is opened without deactivating the runes, it explodes. Any creature within 10 feet of the crate must succeed on a DC 15 Constitution saving throw, taking 8d8
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
(Sleight of Hand) check. If the crate is opened without deactivating the runes, it explodes. Any creature within 10 feet of the crate must succeed on a DC 15 Constitution saving throw, taking 8d8
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
(Sleight of Hand) check. If the crate is opened without deactivating the runes, it explodes. Any creature within 10 feet of the crate must succeed on a DC 15 Constitution saving throw, taking 8d8
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
)
Saving Throws Int +14, Wis +11
Skills Arcana +21, History +21, Perception +11
Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below)
Senses
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Seeing Divination M Wall of Ice Evocation C MICHELE GIORGI The Wizard Leomund studies spellbooks to prepare his magic Level 7 Wizard Spells Spell School Special Delayed Blast Fireball Evocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Seeing Divination M Wall of Ice Evocation C MICHELE GIORGI The Wizard Leomund studies spellbooks to prepare his magic Level 7 Wizard Spells Spell School Special Delayed Blast Fireball Evocation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Enchantment — Move Earth Transmutation C Programmed Illusion Illusion M Sunbeam Evocation C True Seeing Divination M Wall of Ice Evocation C Level 7 Wizard Spells Spell School Special Delayed Blast
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Enchantment — Move Earth Transmutation C Programmed Illusion Illusion M Sunbeam Evocation C True Seeing Divination M Wall of Ice Evocation C Level 7 Wizard Spells Spell School Special Delayed Blast
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Seeing Divination M Wall of Ice Evocation C MICHELE GIORGI The Wizard Leomund studies spellbooks to prepare his magic Level 7 Wizard Spells Spell School Special Delayed Blast Fireball Evocation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of Force Evocation C Wall of Stone Evocation C Level 6 Wizard Spells Spell School Special Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead
Enchantment — Move Earth Transmutation C Programmed Illusion Illusion M Sunbeam Evocation C True Seeing Divination M Wall of Ice Evocation C Level 7 Wizard Spells Spell School Special Delayed Blast
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
heat and hears a crackling roar. A blast of heat escapes as the door opens. A howling creature of flame roils at the center of a soot-streaked stone chamber whose walls are lined with glowing runes
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
heat and hears a crackling roar. A blast of heat escapes as the door opens. A howling creature of flame roils at the center of a soot-streaked stone chamber whose walls are lined with glowing runes
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
heat and hears a crackling roar. A blast of heat escapes as the door opens. A howling creature of flame roils at the center of a soot-streaked stone chamber whose walls are lined with glowing runes
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6). Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16
who were once mind flayers. Each nothic has a fringe of tentacles beneath its single eye, telepathy to 120 feet, and the following action instead of Rotting Gaze: Mind Blast (Recharge 5–6). The nothic
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6). Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16
who were once mind flayers. Each nothic has a fringe of tentacles beneath its single eye, telepathy to 120 feet, and the following action instead of Rotting Gaze: Mind Blast (Recharge 5–6). The nothic
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6). Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16
who were once mind flayers. Each nothic has a fringe of tentacles beneath its single eye, telepathy to 120 feet, and the following action instead of Rotting Gaze: Mind Blast (Recharge 5–6). The nothic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
DC 15 Intelligence (Arcana) check, recognizes that the runes along the edge of the pool once channeled divination magic, but have been corrupted. Though the 10-foot-deep pool once held holy water
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
DC 15 Intelligence (Arcana) check, recognizes that the runes along the edge of the pool once channeled divination magic, but have been corrupted. Though the 10-foot-deep pool once held holy water
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
DC 15 Intelligence (Arcana) check, recognizes that the runes along the edge of the pool once channeled divination magic, but have been corrupted. Though the 10-foot-deep pool once held holy water
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of






