Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 14 results for 'being being detail charm returner'.
Other Suggestions:
being being deal charmed returns
being being details charmed returns
being being details charmed return
being being deal charmed return
being being detailed charmed returns
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and
that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
game of pretend that is being played out, such as by sitting down and joining the dinner, the chwingas become excited and start inspecting the character in detail. After this, the chwinga that wasn’t
, assuming it has been well treated, it bestows a supernatural charm upon the character (see “Supernatural Gifts” in the Dungeon Master’s Guide for more information). The charm can be any one of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all
memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all
memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into much detail, Xerophon alludes to horrible magical experiments performed on prisoners by the wizard who ran the prison, saying, “I was afraid I might be next.” Once it realizes the fate that has
eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Or if you can’t, at least keep the killing quiet. Inquisitive As an inquisitive, your eye for detail and insightful demeanor complement the skills of the more martial members of an Acquisitions
. Swashbuckler The one-on-one fighting style of a swashbuckler is a perfect fit for the stylish bravado that befits an Acq Inc franchise. Your mobility, audacity, and charm offer versatility in any number of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
one of the dragon’s echoes on another world, increasing that echo’s power.
Regional Reversal As described in the Monster Manual and discussed in more detail in chapter 4, a dragon’s presence
seize the dragon’s power. The benefit conferred by this transfer of power is up to you. It might include one of the draconic gifts described in chapter 2 of this book, or a charm or blessing from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
orb in great detail if questioned, reporting that it’s a thick glass orb, dull red in color and warm to the touch. It is packed in a small wooden cask filled with water and sealed with wax. A mage hired
Charisma (Persuasion) check. Her guards are vigilant for use of magic to charm or coerce her, and attack at once if they see it used. If the party attacks and defeats Nareen and her guards, she
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
room is a square table covered in scribbled notes and ink-stained parchment.
The notes spread across the table detail the cult’s experiments and history. A character who spends at least 10 minutes
determining which charm their character receives: the Charm of the Creeping Hand if the die roll is an odd number or the Charm of the Eldritch Eye if the die roll is an even number. While in possession of
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
stamina; Intelligence is reasoning and memory; Wisdom is perceptiveness and mental fortitude, and Charisma is confidence, poise, and charm.
Each ability has a score from 1 to 20, although your
do things. Encourage the other players on their turns and give suggestions when they ask for them. Be respectful if another player decides to do something that you wouldn’t do.
More Rules Detail
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Mortuary Locations The following sections detail locations in the Mortuary. Each section includes a map of the location and an encounter designed to showcase the location’s unique elements. You can
much damage on a successful one. Skall’s Reward. If the characters help Skall and defeat the spirit, they earn the respect of the dead. Skall bestows a Charm of the Dead Truce (see the “Heralds of Dust Charms” section) on each character.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is described in detail after the table. Marshal Wreck Encounters d4 Encounter Level 1 Vecna’s Twist 5th 2 Merrow Mayhem 7th 3 Golem Diver 11th 4 Dragon Turtle Bandit 15th Vecna’s Twist The town
ghosts reward the characters with a charm of heroism as they depart (see “Charms” in chapter 7 of the Dungeon Master’s Guide). Golem Diver Captain Xendros (see location 7 in Saltmarsh) wants the statue in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mummy lord from re-forming. T8. Antechamber Both doors to this area are locked, and each can be opened with the key charm from area T2. The walls of this room converge in a high peak overhead
use the room to replay up to 10 minutes of any past event they are aware of, whether personal or historical. The event plays back in perfect detail along the wall of the chamber for all to see and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it can’t be sent to that destination by
world seemingly to get her bearings. Drelnza spins a riveting tale about facing the Witch Queen in battle before succumbing to her evil magic. During the conversation, Drelnza uses her Charm action to






