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Returning 35 results for 'being barrier diffusing crackling reveals'.
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being barriers diffusing crackling reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to stone and placed here by Halaster to lure other adventurers to their doom (see “Pit Trap” below). Pit Trap A detect magic spell reveals an aura of transmutation magic around the pit. Each time
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to stone and placed here by Halaster to lure other adventurers to their doom (see “Pit Trap” below). Pit Trap A detect magic spell reveals an aura of transmutation magic around the pit. Each time
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to stone and placed here by Halaster to lure other adventurers to their doom (see “Pit Trap” below). Pit Trap A detect magic spell reveals an aura of transmutation magic around the pit. Each time
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
electrical fields. Triggering the Game. The first time a creature steps onto the playing field, a dome of crackling electricity encloses the entire stadium. Nothing can physically pass through this
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
electrical fields. Triggering the Game. The first time a creature steps onto the playing field, a dome of crackling electricity encloses the entire stadium. Nothing can physically pass through this
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
electrical fields. Triggering the Game. The first time a creature steps onto the playing field, a dome of crackling electricity encloses the entire stadium. Nothing can physically pass through this
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
. 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
. 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The trap activates when more than 20
(Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
. 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The trap activates when more than 20
(Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The trap activates when more than 20
(Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
Wisdom (Perception) check finds a catapult munition roughly the size and weight of a cannonball amid the wreckage. A successful DC 13 Intelligence (Arcana) check reveals that the munition is powerful
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is bathed in flickering blue light. The light’s source is a blue flame crackling in a stone brazier that stands against the far wall. The white smoke that rises above it coalesces every few seconds
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is bathed in flickering blue light. The light’s source is a blue flame crackling in a stone brazier that stands against the far wall. The white smoke that rises above it coalesces every few seconds
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
Wisdom (Perception) check finds a catapult munition roughly the size and weight of a cannonball amid the wreckage. A successful DC 13 Intelligence (Arcana) check reveals that the munition is powerful
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
Wisdom (Perception) check finds a catapult munition roughly the size and weight of a cannonball amid the wreckage. A successful DC 13 Intelligence (Arcana) check reveals that the munition is powerful
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is bathed in flickering blue light. The light’s source is a blue flame crackling in a stone brazier that stands against the far wall. The white smoke that rises above it coalesces every few seconds
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Fiend’s Ante. A crackling crimson portal leads to area P4. Shemeshka’s Portal. An unopened, golden portal stands in an empty alcove to the north. This portal leads to Shemeshka’s refuge. This portal can’t
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Fiend’s Ante. A crackling crimson portal leads to area P4. Shemeshka’s Portal. An unopened, golden portal stands in an empty alcove to the north. This portal leads to Shemeshka’s refuge. This portal can’t
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Fiend’s Ante. A crackling crimson portal leads to area P4. Shemeshka’s Portal. An unopened, golden portal stands in an empty alcove to the north. This portal leads to Shemeshka’s refuge. This portal can’t
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters
Eagletalon. A successful DC 10 Intelligence (Arcana or Religion) check made to study the carved pillars reveals that a pillar can be empowered with radiant energy if the name of the hero it represents is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters
Eagletalon. A successful DC 10 Intelligence (Arcana or Religion) check made to study the carved pillars reveals that a pillar can be empowered with radiant energy if the name of the hero it represents is






