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Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15
illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Whenever a creature with an
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, have a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Dwarven Den Stone couches and tray holders occupy the northeast and southwest corners. Lying on the dusty floor beneath one of the couches is an iron key that unlocks the double doors to area 10. A search of the room reveals the key.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
. Dragonmark. Decide whether your character bears one of the mystical marks associated with the dragonmarked houses. Background. Choose the house agent background if your character has devoted themself to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
reveals itself to be of exceptional quality. Except for minor damage to the corners, its olive-green covers are in perfect condition. Sewn into the binding with silk threads are sacred texts and medical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Two life-size iron statues of mind flayers sit in opposite corners of the central chamber, facing one another with their tentacles outstretched.
Halaster placed the mind flayer statues here and
trapped them. A detect magic spell reveals auras of abjuration and evocation magic around each one. It doesn’t require an ability check to realize that a humanoid head would fit nicely inside each mind
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tower, but her spies learned about it some time ago. She reveals the tower’s location to characters who want to conclude their dealings with the hags or perhaps put an end to them. The tower in Gehenna
is beyond the scope of this adventure; flesh out its occupants and defenses as you see fit if the characters decide to pay the hags a visit. Zybilna takes no immediate action against the surviving hags
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
learns a number of things regarding the monastery’s darker nature. Graffiti scratched into the walls in thieves’ cant and Infernal reveals dire sentiments regarding how the doubtful are punished, and
). Creatures. If the check result is 14 or higher, a character catches sight or warning of magically animated leather faces (from area M7, the leather works) lurking around the most shadowy corners of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
castle, learn how to find R04M using a damaged magic item called a mimir, and witness unnatural events plaguing the plane. Part 3: Unity of Rings reveals Shemeshka’s role in a planes-warping plot and
sees the characters recover their memories and lost abilities. From there, the characters must save a group of lost modrons carrying information dangerous to the stability of the planes and ultimately decide whether to maintain the status quo of the multiverse or reshape it to their design.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into
appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of the action during play, describing locations and creatures that the adventurers face with read-aloud text. The players decide what their characters do as they navigate hazards and choose what to
Secrets and reveals are important DM tools. If you read any of the DM-only material and still want to experience the adventure as a player, you can—just don’t let this knowledge influence your character’s actions or behavior. More importantly, don’t spoil any surprises for your fellow players!
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guarantees the party safe passage through level 17. A successful DC 16 Wisdom (Insight) check reveals that the illithid has no intention of making good on its promise. If the githzerai zerths from
the characters to the mind flayer colony on level 17, where Extremiton (the colony’s ulitharid leader) can decide what to do with them.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
no one else is around. The boggles are hidden in the corners of the room when the characters arrive, though the children shoot fearful glances at the boggles in the hope that the characters will notice
converse with strangers until the area is cleared of boggles. If the characters ask the children for help navigating the hag’s lair, Yevelda reveals that she knows a secret route into Skabatha’s bedroom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion
interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Oyaviggaton Arauthator’s iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears roughly triangular, with rounded corners. The plateau portion of
monstrous bite radius — evidence that a gigantic predator (Arauthator) ate at least some of these creatures. Examining the bones reveals smaller human bones in the pile as well, all of which show the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
morbidly decorative fashion, giving the room a cathedral-like quality. Four enormous mounds of bones occupy the corners of this ossuary, and garlands of skulls extend from these mounds to a chandelier of
Castle Ravenloft. The skull weighs 250 pounds. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is lying on the bone table. If your card reading indicates an encounter
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
contains a four-poster bed, its headboard carved in the likeness of a giant raven. A soft black rug covers the floor between the bed and the door. In the corners of the south wall stand two slender
wine shipments for the past century. A cursory examination of recent records reveals that almost all shipments are made to the following locations: “BV” (the Blood o’ the Vine tavern in the village
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion
interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. JUSTINE CRUZ A spellcaster could use Programmed Illusion
to
interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are only 2 inches wide, but any character who looks through can see into area 35: Four torches illuminate stone sphinxes crouched in the corners of this fifteen-foot-high room. The torches cast
a vision of I’jin’s tomb (area 35) as it was just before the last person entered it. After a few moments, the vision reveals a person entering the chamber. A slab of wall suddenly grinds upward to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
pairs. You can decide which pack members are at the stall when the characters arrive (see “Amberdune Pack” below for names). Speaking with the Manager. Korvala takes her duties as the owner of
reveals that Korvala isn’t being entirely truthful. To avoid making a scene, she invites characters who see through her lies back to the Amberdune Pack's hideout as long as they are willing to talk
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
village.”
Pelk tells the characters that this news came by way of Mitor Jans, a ship captain who makes a living transporting crab meat to Candlekeep. Pelk also reveals that Jans, eager for shipments to
resume, has volunteered to take adventurers by sea to a trading post where they can meet with the grippli leader-in-exile, if they decide to undertake the quest to help the frogfolk. Pelk informs the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they learn more about the Brandath family. A day’s research followed by a successful DC 10 Intelligence (Investigation) check reveals that the characters know one such person: Renaer Neverember. If they
sphere centered on it. The fire spreads around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) fire damage on a failed saving throw, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Oyaviggaton Arauthator’s iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears roughly triangular, with rounded corners. The plateau portion of
monstrous bite radius—evidence that a gigantic predator (Arauthator) ate at least some of these creatures. Examining the bones reveals smaller human bones in the pile as well, all of which show the same
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, sharing disjointed half-memories and dreamy opinions about its surroundings. On a success, the eidolon reveals a snippet of the cipher’s meaning. What the eidolon reveals is a worthy secret … and one
of this secret is up to you to decide, and learning more about it might color future adventures of your own design. Secrets of Phenax d6 Result
1 As a mortal, Phenax was destined to free the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the entire area reveals only that the north side of the hill has a crumbling cliff of sand and gravel about 20 feet high in the middle of the whole. (This cliff face is represented by the northern
at once or merely a single one at a time. Leave this strictly to the players to decide. The best manner to handle it is to ask where they will search, once they have determined that they will
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, the character spots an iron grate in the street that wasn’t closed properly. Lifting it reveals an iron ladder that descends 10 feet to an underground sewer tunnel. Characters who lower themselves
into the tunnel can hear the sounds of splashing water and children’s voices in the distance and might decide to follow them. (The children are holding hands in the dark and being guided by Squiddly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
prisoner, but the kobold reveals its secrets anyway while shrieking at the top of its lungs, alerting other nearby monsters. By putting the choice of success at a cost in the players’ hands, and even
archery contest, you might decide that the more an attack roll exceeds the target’s AC, the higher the character’s score. The archery target might have AC 11, but it has five concentric rings indicating
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it. Crossbow Trap Simple trap
. Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a total of 5 or lower






