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Returning 22 results for 'cast of disable'.
Other Suggestions:
cast of disabled
cast of durable
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
feet high, and the caves are lit by continual flame spells cast on wall sconces. T1. Watchtowers Three of these rickety structures stand in a line running west to east, and each is 20 feet tall. Sentry
, and they can disable it with a successful DC 17 Intelligence (Arcana) check or a successful DC 17 Dexterity check using thieves’ tools. Failing the check by 5 or more causes the sigil to detonate
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
feet high, and the caves are lit by continual flame spells cast on wall sconces. T1. Watchtowers Three of these rickety structures stand in a line running west to east, and each is 20 feet tall. Sentry
, and they can disable it with a successful DC 17 Intelligence (Arcana) check or a successful DC 17 Dexterity check using thieves’ tools. Failing the check by 5 or more causes the sigil to detonate
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the next minute, the target can’t cast spells or activate magic items, it has disadvantage on all saving throws, and other creatures have resistance to all damage it deals. Once this property is used
, it can’t be used again until the next dawn. Gem. This card holds one 6th-level spell (chosen by the DM). As an action, you can brandish this card and use it to cast the spell stored inside (spell
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the next minute, the target can’t cast spells or activate magic items, it has disadvantage on all saving throws, and other creatures have resistance to all damage it deals. Once this property is used
, it can’t be used again until the next dawn. Gem. This card holds one 6th-level spell (chosen by the DM). As an action, you can brandish this card and use it to cast the spell stored inside (spell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
case, pick two spells, or combine the effects of a spell cast using a 9th-level and a 5th-level slot. For instance, a fireball spell of this sort would deal 24d6 fire damage on a failed saving throw
purpose. A Dexterity check using thieves’ tools can apply to any trap that has a mechanical element. Thieves’ tools can be used to disable a trip wire or a pressure plate, disassemble a poison needle
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is present (as described in “Interior Security”). Guards enter the room only via its secret passage, and they leave through either of the main doors after flipping the switch to temporarily disable
to disable the rune, doing so with a successful DC 18 Intelligence (Arcana) check or a dispel magic spell. If a creature steps on the rug without saying the password, “quixotic,” the rune summons an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
case, pick two spells, or combine the effects of a spell cast using a 9th-level and a 5th-level slot. For instance, a fireball spell of this sort would deal 24d6 fire damage on a failed saving throw
purpose. A Dexterity check using thieves’ tools can apply to any trap that has a mechanical element. Thieves’ tools can be used to disable a trip wire or a pressure plate, disassemble a poison needle
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is present (as described in “Interior Security”). Guards enter the room only via its secret passage, and they leave through either of the main doors after flipping the switch to temporarily disable
to disable the rune, doing so with a successful DC 18 Intelligence (Arcana) check or a dispel magic spell. If a creature steps on the rug without saying the password, “quixotic,” the rune summons an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
check allows a character to intuit the effects of a working shrine, including how it channels the life essence of the trapped Chosen to another place and how to disable it. When a shrine is disabled, its
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
check allows a character to intuit the effects of a working shrine, including how it channels the life essence of the trapped Chosen to another place and how to disable it. When a shrine is disabled, its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 13) cast
cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful dispel magic (DC 13) cast
cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of poison gas hidden in the door itself. As an action, a character can try to disable the trap using thieves’ tools, doing so with a successful DC 15 Dexterity check. Unless the trap is disabled
holding dried sausages, cheese, peppers, and garlic hang from the rafters. Other items found here include a butcher’s block, a table for preparing meals, a pail of potatoes, a few cast-iron pots, a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of poison gas hidden in the door itself. As an action, a character can try to disable the trap using thieves’ tools, doing so with a successful DC 15 Dexterity check. Unless the trap is disabled
holding dried sausages, cheese, peppers, and garlic hang from the rafters. Other items found here include a butcher’s block, a table for preparing meals, a pail of potatoes, a few cast-iron pots, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Korolnor Scepter from around Serissa’s neck. On her next turn, she teleports away. If she is unable to cast her teleport spell for some reason, she flees through the circular pool in the floor and swims
offer to cast the spell on Queen Neri and bring her back from the dead. If they make such an offer, Serissa leads them to her mother’s sunken tomb (area 24) or has the queen’s body brought to them. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
) check, a character can spot alterations to the lock and hinges that are part of the trap mechanism. A successful DC 20 Dexterity check by someone using thieves’ tools can be used to disable the hinge
successful DC 20 Dexterity check can be used to disable the valves. Chest 5 is locked. It contains nothing. Chest 6 is locked and trapped. It contains a cloak of elvenkind and a pair of boots of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
) check, a character can spot alterations to the lock and hinges that are part of the trap mechanism. A successful DC 20 Dexterity check by someone using thieves’ tools can be used to disable the hinge
successful DC 20 Dexterity check can be used to disable the valves. Chest 5 is locked. It contains nothing. Chest 6 is locked and trapped. It contains a cloak of elvenkind and a pair of boots of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Korolnor Scepter from around Serissa’s neck. On her next turn, she teleports away. If she is unable to cast her teleport spell for some reason, she flees through the circular pool in the floor and swims
offer to cast the spell on Queen Neri and bring her back from the dead. If they make such an offer, Serissa leads them to her mother’s sunken tomb (area 24) or has the queen’s body brought to them. If
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
trapped with a magical glyph. A character who examines the door can find the glyph by succeeding on a DC 17 Intelligence (Investigation) check, and any character can disable the glyph by succeeding on
walk through a curtain into the inner space, read the following: Black candles cast dim light throughout this inner room, revealing a circle of unholy runes drawn in chalk on the floor. A black-robed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave
) check, a character spots alterations to the hinges that are part of the trap mechanism. Thieves’ tools can be used to disable the trap, along with a successful DC 20 Dexterity check. The chest holds bags
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
trapped with a magical glyph. A character who examines the door can find the glyph by succeeding on a DC 17 Intelligence (Investigation) check, and any character can disable the glyph by succeeding on
walk through a curtain into the inner space, read the following: Black candles cast dim light throughout this inner room, revealing a circle of unholy runes drawn in chalk on the floor. A black-robed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave
) check, a character spots alterations to the hinges that are part of the trap mechanism. Thieves’ tools can be used to disable the trap, along with a successful DC 20 Dexterity check. The chest holds bags