Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being being detect comfort remote'.
Other Suggestions:
being being defeat comforts remote
being being defeat consort remote
being being direct comforts remote
being being direct consort remote
being being defeat comfort remote
Archmage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3
slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold
Monsters
Waterdeep: Dungeon of the Mad Mage
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify
, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): blight, fire shield, stoneskin
5th
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots
): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): dimension door, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots
): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): confusion, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of
Monsters
Waterdeep: Dungeon of the Mad Mage
): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Waterdeep: Dungeon of the Mad Mage
): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire
and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage
Monsters
Tomb of Annihilation
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Keys from the Golden Vault
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd
level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of
Monsters
Waterdeep: Dungeon of the Mad Mage
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level
(3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, phantasmal killer, stoneskin
5th level (3 slots): cone of
Monsters
Out of the Abyss
will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty
pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
The Wild Beyond the Witchlight
, Strongheart casts revivify.
Spellcasting. Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each: command, detect evil and good
comfort to those who have no goodness in them.”
Ideal. “Justice needs champions. I count myself as one.”
Bond. “Valor’s Call is not just an assembly of like-minded
Monsters
Candlekeep Mysteries
, mage hand, prestidigitation
3/day each: detect magic, dispel magic, faerie fire, hold monster
1/day each: mind blank, teleport
Supreme Mockery. Quill hurls a string of insults laced with enchantments
and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could’ve had. His time
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Monsters
Van Richten’s Guide to Ravenloft
spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)
Magic Resistance Aura. While holding Nepenthe, Isolde creates an aura in a 10-foot
comfort to Isolde and quelled her thirst for vengeance.
Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured
Monsters
Planescape: Adventures in the Multiverse
save DC 20):
At will: detect thoughts, phantasmal force, suggestion
1/day each: cloudkill, plane shift (self only), scrying (as an action)
Summon Yugoloth (1/Day). The baernaloth has a 50 percent
on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
can face any adversity in this strange land.
2
The gods of my people are a comfort to me so far from home.
3
I hold no greater cause than my service to my people.
4
My freedom is my
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
little enclave of House Ghallanda’s authority, beyond the grasp of any local government—reach across Khorvaire, even in remote areas such as the edge of the Demon Wastes and the swamps of Q’barra. Even
if a village doesn’t have an inn run directly by the house, it likely boasts a hostel licensed by House Ghallanda, assuring its patrons of certain standards of comfort, cleanliness, and safety. Rumor
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
little enclave of House Ghallanda’s authority, beyond the grasp of any local government—reach across Khorvaire, even in remote areas such as the edge of the Demon Wastes and the swamps of Q’barra. Even
if a village doesn’t have an inn run directly by the house, it likely boasts a hostel licensed by House Ghallanda, assuring its patrons of certain standards of comfort, cleanliness, and safety. Rumor
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
little enclave of House Ghallanda’s authority, beyond the grasp of any local government—reach across Khorvaire, even in remote areas such as the edge of the Demon Wastes and the swamps of Q’barra. Even
if a village doesn’t have an inn run directly by the house, it likely boasts a hostel licensed by House Ghallanda, assuring its patrons of certain standards of comfort, cleanliness, and safety. Rumor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
representative to Revel’s End, and together they form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of comfort and
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
representative to Revel’s End, and together they form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of comfort and
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
representative to Revel’s End, and together they form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of comfort and
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
killed by Netherskull’s remote Death Ray (one of the death tyrant’s regional effects) after finishing a long rest in this dead-end tunnel. His sister, Lorlynn, can be found in area 14b. Treasure
an aura when subjected to a detect magic spell or similar magic. Elvilac’s spellbook contains all the spells he had prepared (see the drow mage stat block), plus dispel magic, stoneskin, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
killed by Netherskull’s remote Death Ray (one of the death tyrant’s regional effects) after finishing a long rest in this dead-end tunnel. His sister, Lorlynn, can be found in area 14b. Treasure
an aura when subjected to a detect magic spell or similar magic. Elvilac’s spellbook contains all the spells he had prepared (see the drow mage stat block), plus dispel magic, stoneskin, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
killed by Netherskull’s remote Death Ray (one of the death tyrant’s regional effects) after finishing a long rest in this dead-end tunnel. His sister, Lorlynn, can be found in area 14b. Treasure
an aura when subjected to a detect magic spell or similar magic. Elvilac’s spellbook contains all the spells he had prepared (see the drow mage stat block), plus dispel magic, stoneskin, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Gods of Good The gods of good provide healing and comfort to the mortals of Krynn. Although they oppose the evil gods’ attempts to rule the world, their goal isn’t the eradication of evil or its gods
of meditation and discipline. Monks, his most devoted followers, honor him by leading lives of quiet contemplation in remote monasteries. Many orphans are raised in the monasteries of Majere; some
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude