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Returning 35 results for 'both before device cannot reveals'.
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Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters from above. 2 The characters hear the clicks and clacks of three hook horrors several minutes before these predators appear and attack. 3 A galeb duhr reveals itself and tries to converse with the
Tiny clockwork device that was left behind by a svirfneblin miner. The device produces a miniature flame that can be used to light a candle, torch, or campfire. Using the device requires an action. 6
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
who dwelled here and took the machine with him when he departed. A successful DC 12 Intelligence (Investigation) check reveals faded carvings on the stone blocks depicting stylized aspects of daily
follows the lines discovers that they converge at a huge central representation of a massive magical-mechanical device—the Infernal Machine.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell reveals an aura of divination magic radiating from the wall. Any creature that spends 1 minute touching the wall can cast the scrying spell targeting the ulitharid on level 17
, using the wall as a focus. A character who examines the wall can, with a successful DC 14 Intelligence (Arcana) check, ascertain that it’s a scrying device and figure out how it works.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
companion, until it reveals itself to be a star spawn emissary (see chapter 5).
5 An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is
taken over by an intellect devourer.
6 An inventor requests the characters’ insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dense chunk of coal at its core. The Summer Star has lost its luster but not its magic. A detect magic spell or similar magic reveals a weak, residual aura of transmutation magic surrounding it. The
first time a creature picks up the Summer Star, its core glows with a golden radiance as bright as a candle flame. Unless the creature drops the device immediately, the light suddenly blossoms, becoming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under stony cowls and their arms raised toward the iron disk.
This room is one large timekeeping device. Every day at dawn and at dusk, the wizard statues exert invisible magical force upon the
detect magic spell reveals auras of evocation magic and transmutation magic around the statues, which defy all attempts to move or break them. If a creature attempts to turn the disk manually, the statues
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
destruction.
As the characters draw closer, a successful DC 15 Intelligence (Arcana or Investigation) check reveals that the fire damage isn’t natural, and that magic was likely involved. The same
explore the remains of the buildings on the grounds, a successful DC 10 Intelligence (Investigation) check reveals the following: Newly built wooden structures were struck by fire. Two of those still
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nim’s attic or watch the area as it’s being cleaned out can find a 1-foot-long copper contraption with an umbrella-like metallic protrusion at one end. A detect magic spell reveals an aura of
divination magic around it. If asked about it, Nim tells Valetta that it built this device to find the errant nimblewright and tried to seek it out, only to discover that Nim couldn’t leave the temple grounds
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tools. There are enough tools here to assemble one set of smith’s tools and one set of tinker’s tools. The trapdoor in the ceiling opens into area L9b. Geometric Design. A detect magic spell reveals an
turn there, that creature becomes the target of a crown of madness spell (save DC 15) that has a duration of 1 minute. Fail-Safe Device. If Tockworth’s security key is inserted into the metal box
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Mysterious Magic Many of the strange events that occur in this chapter are a result of Murgaxor Grenshel manipulating Dean Tullus using a mysterious orb. This device, Murgaxor’s orb (see below
side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way detect magic offers no further
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shackles and chains bolted to the ceiling near the north wall. A lantern-shaped device resting atop the table appears to be the source of the music. An old man lies asleep in the chair, his horn-rimmed
the planar city of Sigil. The portal is a two-way door to the plane of Arcadia. A legend lore spell cast on the spectacles reveals this information and raises their potential value to 2,500 gp if they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the mirror, which is stuck to the wall with sovereign glue and can’t be pried loose without breaking it. An identify spell or similar magic reveals that it’s a magic storage device and that contact
roll of 3, a spellbook contains four spells of each level from 1st through 3rd. Pick spells from the wizard spell list. Magic Mirror. A detect magic spell reveals an aura of transmutation magic around
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
device of some kind, though no such device is present. Atop this dais is a bronze-scaled dragon wearing a coral crown.
Ashgarlyth, a young bronze dragon, stands on the dais. Characters who enter
named Laffa, who sought the location of this laboratory. Fear of discovery prompted Zikran to pack up and leave in a hurry. (Gazre-Azam reveals that Laffa was an adventuring wizard. Laffa and his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
77. Death God’s Nursery Opening the skeleton gate in area 71 reveals a 10-foot-wide, 20-foot-long staircase of polished black marble that descends to this area. When the characters reach the bottom
cylindrical device is the Soulmonger. The malformed creature floating next to it is an atropal (see appendix D), which feeds on the captured souls of the dead. The atropal attacks any creature that
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
adventurers long ago. Close examination reveals that each statue has a vandalized magical symbol carved into its back. Characters who succeed on a DC 15 Intelligence (Arcana) check identify these as sigils of
in the sidebar below. THALIVAR’S JOURNAL
This journal belonged to the wizard Thalivar and details the studies he conducted inside the tower using a device called the Planar Beacon. The light of this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Copper rods on the mountaintops of Yon capture lightning and channel it into this device. Game Board An examination of the checkered board reveals that the pieces depict a game in progress. Two sets of
Argantle that they also consider the hag an enemy, she reveals the following: The korreds no longer hold large gatherings at Lockbury Henge. Argantle fears the consequences of Bitter End’s meddling and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Yinark. A detect magic spell reveals an aura of divination magic around it. A creature seated on the throne has advantage on Wisdom (Insight) checks. For information on Wyllow, see the “Wyllow” section at
in chapter 5 of the Player’s Handbook), and a crystal bulb as big as a pear. Inside the crystal bulb is a tiny effigy of Halaster Blackcloak. A detect magic spell reveals an aura of conjuration magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
extra damage when used against the villain. 5 The villain is destroyed if it speaks its true name. 6 An ancient prophecy or riddle reveals how the villain can be overthrown. 7 The villain falls when an
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
security mirrors, each one anchored to a wall at a downward angle twelve feet off the floor. A detect magic spell reveals an aura of divination magic around each mirror, which is a Large object with AC 13, 5
hit points, and immunity to poison and psychic damage. In addition to functioning as a normal mirror, each security mirror acts as a magical scrying device, allowing guards in the security office
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature can transmit messages that echo through every room and corridor of Muiral’s Gauntlet. The drow priestess Vlonwelv uses this device to broadcast propaganda, proselytize, summon subordinates
. 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->The Wild Beyond the Witchlight
M22. Endelyn’s Room A detect magic spell reveals an aura of abjuration magic on the door to this room. If a creature other than Endelyn touches the door, a hand of force similar to that created by
gp each. No two are exactly alike. The smallest ones are 3 inches tall, and the largest ones stand 3 feet tall. When an hourglass runs out, the device pivots around its center, allowing the sand to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Machinery. The engine is a quasi-magical machine that controls the submarine’s propulsion and depth and powers the fins and rudder that control direction. A detect magic spell or similar magic reveals
experimental device consists of a pressure-resistant padded suit, made of canvas with iron fittings and iron gauntlets. A fishbowl helmet attaches to the suit’s collar and functions as a cap of water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through a magic gate into Undermountain. He then boarded the vessel, stole its spelljamming helm (the magic device that propels and steers the craft), and took the helm to level 23, leaving the captain
orbiting Toril when it was pulled through a magic gate to its current location. It also reveals that the ship’s spelljamming helm vanished shortly thereafter (spirited away by a wish spell, though the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tower’s roof is missing.
A detect magic spell cast here reveals an aura of divination magic. When the characters reach the top floor of the spire, read: Large gashes in the roof allow you to see the
. This device is a 10-foot-diameter iron wheel on its side, held above the ground by a metal brace, with eight barrel-sized, egg-shaped open containers attached to the outer ends of its spokes. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, facing south. Three more statues, unseen from this vantage point, are located under the hill in area E6.) A detect magic spell or similar magic reveals an aura of abjuration magic around each statue
pillars. Clearing the snow off the lid reveals an engraving of a brazier. You also notice a carving near the top of each pillar; from north to south, these images depict a twig, a pinecone, a flame, a
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a
small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
effects (an alchemical device that explodes like a fireball). The Deadly entry for characters of 17th level or higher suggests combining a 9th-level and a 5th-level spell into one effect. In this
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Captain Dapplewing’s time. On the northern wall, a plaque holds the heads of a black and a red dragon, each clearly constructed from metallic crafting supplies. This device is a strange magic curiosity
read or write without being disturbed. Treasure. If the characters search this area, a successful DC 15 Wisdom (Perception) check reveals several small hidden drawers in the frame of one of the day beds
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in the air between them. A circular clockwork device floats within the light, recognizable even at a distance as one of the components of the Orrery of the Wanderer.”
Clockwork Dragons Each of the
be moved or manipulated by magic. When any creature attempts to physically seize the component, it reveals itself as an illusion. As the illusion dissolves, it is replaced by a small (real) leather
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crypts 37 and 38, between crypt 37 and the wall south of it, and between crypt 38 and the wall south of it. The traps can’t be perceived except with a detect magic spell, which reveals an aura of
insanity. Large, artificial wings unfold from its back. Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
between them.
The statues that surround the top of the tower were sacrifices vitrified here to create a wall around the medusa. A successful DC 12 Wisdom (Perception) check reveals areas where the
bolted to the wall across from some sort of large glass device hints at the horrid rites that must once have taken place here.
The wall murals can be deciphered with a successful DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their tentacles to interpret the writing, which provides technical schematics for the psipods. A comprehend languages spell or similar magic reveals as much, enabling characters to discern what the
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
following vision. The smell of blood fills your nostrils as you wander a maze of Underdark tunnels, moving with purpose as your giant hooves crush stones underfoot. Faerzress light reveals that your shadow is
weapon capable of reshaping the Underdark itself.
This vision provides a brief glimpse of the Maze Engine, an arcane device located in the heart of the Labyrinth (see chapter 14). Spawn of Yeenoghu






