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Returning 35 results for 'block before down casting reveals'.
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Magic Items
Dungeon Master’s Guide
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from
creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Magic Items
Dungeon Master’s Guide
defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Magic Items
Dungeon Master’s Guide
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
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
Magic Items
Mythic Odysseys of Theros
you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
by the creature that slays him (see the Last Wish trait in Nafas’s stat block).Lightning, ThunderPoison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
. Instead, their names are listed in a separate “Utility Spells” section at the end of the stat block. After each spell name, the casting time is indicated in superscript, as shown in the Casting Times
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Statue. In the middle of the room, a statue of a thin, bearded, wild-haired man wearing a robe covered with eyes stands atop a 3-foot-high block of stone. The statue is surrounded by a faint nimbus of
creatures between the statue and the gate (save DC 19). A detect magic spell reveals auras of abjuration magic and evocation magic around the statue. It melds seamlessly with its base and the floor, as
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Is That Astrolabe Breathing? After the characters find the tome for Professor Blackstone and gather any information they wish, or if they closely examine the central astrolabe, the astrolabe reveals
movement from the largest astrolabe along the north wall, as the device’s overlapping copper rings become lashing, barbed tentacles!
The astrolabe uses the stat block of a grick alpha, except it doesn’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
light before spinning to look in the direction of the cult’s hideout (acting like a compass). A Detect Magic spell or similar effect reveals an aura of divination magic around the eyeball. Casting
Identify while targeting the eyeball reveals its function and its key phrase. Alternatively, a character can rifle through Delvin’s pockets and find a slip of parchment with the key phrase scribbled on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in rotted leather armor. The skeleton clutches a quarterstaff that has become brittle with age. A tattered backpack contains adventuring gear that has rotted or rusted away. Casting a speak with dead
spell on the skeleton reveals that the tiefling, Savir, was a monk who fell prey to a cloaker. Savir’s spirit doesn’t know what became of his adventuring companions or the cloaker. If questioned
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
20. False Tomb Nested in the ceiling of the western tunnel is a stone block. A character who searches the tunnel spots the block with a successful DC 15 Wisdom (Perception) check. The block is part
crawlway. The valves remain closed until the room’s trap activates, though a knock spell or a successful DC 25 Strength (Athletics) check can force open a valve. Casting dispel magic on the illusory
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
fog makes it hard to see the dragon’s features from a distance, but close inspection reveals that it’s a silver dragon of noble bearing, its spiny frill cracked and broken in many places. The statue
is 10 feet tall but looks much more imposing perched on the granite block. If scrutinized with a detect magic spell, the statue radiates an aura of evocation magic. The dragon statue used to breathe a cone of cold as part of a magic trap, but the trap no longer works (see area Q2).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in Chapter 11 begins with a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
on it, and a casting of detect evil and good or a paladin’s use of Divine Sense reveals it as a desecrated place. Mouth Trap. The mouth opening is similar to a sphere of annihilation, but it is about 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect. Damage Notation A stat block usually provides both a number and a die expression for each
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a creature can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
takes half as much damage (round down) as targets that fail the save, while also ignoring all other parts of the effect. Damage Notation A stat block usually provides both a number and a die expression
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bag of Tricks Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic
. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
reveals a 3-foot-high crawl space below. Any 5-foot-square space of the porch has AC 13, 10 hit points, and immunity to poison and psychic damage. Medium creatures must squeeze to enter the crawl space
, but Small or smaller creatures can enter unimpeded. Those who wriggle into the crawl space upset a swarm of unnaturally aggressive earwigs (use the swarm of maggots stat block in chapter 5). Treasure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be
the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there. Silent Image Level 1 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the only effect is a hideous, ear-grating groan. The sand runs, but the hourglasses’ magic has long since dissipated. Casting a detect magic spell reveals faint auras of transmutation magic within the
. Sifting through the pile reveals 1d4 + 2 tiny diamonds amid the grains of sand. Each diamond has an apparent value of 100 gp, and a character in possession of a diamond can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the only effect is a hideous, ear-grating groan. The sand runs, but the hourglasses’ magic has long since dissipated. Casting a detect magic spell reveals faint auras of transmutation magic within the
. Sifting through the pile reveals 1d4 + 2 tiny diamonds amid the grains of sand. Each diamond has an apparent value of 100 gp, and a character in possession of a diamond can use a bonus action to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
medallion around its neck. All around the figure are carvings of locusts.
Close inspection reveals that one of the carved locusts is a button that can be pushed. When this happens, the stone block
35. I’jin’s Tomb Characters can reach this area via area 18, by lowering the stone block in the east wall (area 35A), or by slipping between the teeth of the jackal visage at area 29. 35A. Stone
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
locker cold (see area B12). Use the scout stat block to represent Octavian, with the following changes: Octavian is a wood elf (chaotic good) who speaks Common and Elvish. He has darkvision out to a
heart. When Octavian regains his true heart, the goat’s heart appears at his feet as a dead, desiccated lump of tissue. A detect magic spell reveals an aura of abjuration magic around the goat’s heart
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Giant Insect Level 4 Conjuration (Druid) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (chosen
when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The






