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Spells
Player’s Handbook
making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
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
Spells
Player’s Handbook
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
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
Minor Illusion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its
-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature
Monsters
Spelljammer: Adventures in Space
spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn’t function, but the time it
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of 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
its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Major Image
Legacy
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Spells
Basic Rules (2014)
example.
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 illusion
qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn
Magic Items
Strixhaven: A Curriculum of Chaos
.
At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn’t a power of the
magic. All cases of the curse end if Murgaxor’s orb is destroyed.
Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
. All three are unlocked and (for the most part) empty. The chests cannot be moved, and they are impervious to damage and spells. Opening any chest reveals a 3-inch-long gold key protruding from an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
. All three are unlocked and (for the most part) empty. The chests cannot be moved, and they are impervious to damage and spells. Opening any chest reveals a 3-inch-long gold key protruding from an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
. All three are unlocked and (for the most part) empty. The chests cannot be moved, and they are impervious to damage and spells. Opening any chest reveals a 3-inch-long gold key protruding from an
Magic Items
Lost Laboratory of Kwalish
identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
Ruin
common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
with hands on the pommels of his famous, sheathed scimitars. The statue’s mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
with hands on the pommels of his famous, sheathed scimitars. The statue’s mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
with hands on the pommels of his famous, sheathed scimitars. The statue’s mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a
Magic Items
Tasha’s Cauldron of Everything
deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying
. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, give the players a copy of handout 24 in appendix E. It shows the control panel atop the iron lectern, as well as the wall engravings and rusty pipes. Inspection of the pipes reveals traces of the same
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Magic Items
Tasha’s Cauldron of Everything
creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the
sight of the servant, starting with those threatening the artifact— preferably using the servant, if possible.
Self-Destruct. By inputting a specific series of lever pulls and button presses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, give the players a copy of handout 24 in appendix E. It shows the control panel atop the iron lectern, as well as the wall engravings and rusty pipes. Inspection of the pipes reveals traces of the same
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, give the players a copy of handout 24 in appendix E. It shows the control panel atop the iron lectern, as well as the wall engravings and rusty pipes. Inspection of the pipes reveals traces of the same
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who examines the room thoroughly and succeeds on a DC 14 Intelligence (Investigation) check concludes that four separate fiery eruptions caused the destruction. A successful DC 19 Intelligence (Arcana) check reveals that the damage was likely the result of a meteor swarm spell cast in the room.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who examines the room thoroughly and succeeds on a DC 14 Intelligence (Investigation) check concludes that four separate fiery eruptions caused the destruction. A successful DC 19 Intelligence (Arcana) check reveals that the damage was likely the result of a meteor swarm spell cast in the room.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an






