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                        Returning 35 results for 'cast waiting reflexes'.
                    
                
                        
                            
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                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Essence Transfer (1/Day). The professor can cast the animate dead spell, using Wisdom as the spellcasting ability.Multiattack. The professor makes two Mortality Spear attacks. It can replace one of
                                                
                                            
                                                
                                                    ’s end is an asset waiting to be tapped.
Witherbloom Scholars
Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     Carceri’s waiting chains.
Demodands
Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions
                                                
                                            
                                                
                                                    .
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     amid shuffling cards, waiting for fate to turn foul—as it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Chapter 1: Artificer Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to
                                                
                                            
                                                
                                                     channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Appendix D: Artificer Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools
                                                
                                            
                                                
                                                     to channel arcane power, crafting magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Artificer  Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in
                                                
                                            
                                                
                                                     their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     property without expending the charges. Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it
                                                
                                            
                                                
                                                     reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell from the scroll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    8. Operation: Eat Them All The mind flayers have spawned a neothelid and trapped it behind magic walls of force controlled from area 16c. The illithids are waiting for Extremiton to give the order to
                                                
                                            
                                                
                                                    ) is curled up in the middle of the cavern, waiting to be fed.
 Ceiling. The ceiling is uneven — ranging in height from 60 to 90 feet — and festooned with stalactites.
 Ledge. A ledge climbs the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of the entrance.
 The ball of violet light floats to a stop beneath the center of the open shaft, beyond the foot of the stairs. It then hovers there as if waiting for you.
 The orb of magical
                                                
                                            
                                                
                                                     mastery of the magical arts. He has watched from afar as countless events unfolded in the Underdark and across Faerûn, gathering information and making plans for his eventual return. After waiting for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     to cast plane shift, delivering itself and the characters to a field in the Outlands (see the Dungeon Master’s Guide for more information about this plane of existence). There they must wait for the
                                                
                                            
                                                
                                                     train to arrive. As the train approaches the characters’ location, read the following text: You pass the time on a grassy plain, waiting for the train to arrive. A few miles away, a colossal spire of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     oldest apprentices.)
 The seven human bodies were obtained from a source in Skullport and are waiting to be turned into zombies. They are presently inanimate and harmless. Necromantic Circle A detect
                                                
                                            
                                                
                                                     banishment, and the Rary’s telepathic bond spell prepared instead of scrying. He doesn’t need material components to cast any of his prepared spells. He has darkvision out to a range of 60 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant’s
                                                
                                            
                                                
                                                     fails and is wasted.
 Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another Gargantuan object or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . You can make the encounter tougher by adding two gricks that act as watchdogs. If the cultist from area B3 passed through here to warn Lord Viallis of intruders, the creatures in this area are waiting
                                                
                                            
                                                
                                                     for the characters and ready to fight. If they have not been warned, the gricks remain alert but the cultists are distracted as they try to cast a spell under the cult fanatic’s watchful eye. Familiar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and
                                                
                                            
                                                
                                                    . This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago. Waiting Servants. Although the aboleths’ ancient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     on a hit. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
                                                
                                            
                                                
                                                     game board doubles as a carrying case for the figurines. The position of the figurines on the board suggests that a game is in progress. The staff is waiting for Ezzat to return so that they can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will. Like all tarokka decks, the Tarokka of Souls
                                                
                                            
                                                
                                                     beneficial properties Spells. While holding the 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     death, her unseen servants persisted, waiting for her to return. Midna Tauberth, one of the Fine Fellows of Daggerford, recently intruded upon this hall and is using it as a rest area. 11a. Hall of
                                                
                                            
                                                
                                                    -foot-high vaulted chamber contains the following: Light. Freestanding iron torch sconces in the four corners of the room have continual flame spells cast upon them.
 Midna. Midna Tauberth (NE female
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     and leave there are safe for 24 hours. After that, all unattended objects in the carts disappear — taken by Halaster to area 5 on level 23. Characters can find the missing items waiting for them
                                                
                                            
                                                
                                                     there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     level to another. Astral projection, teleport, plane shift, word of recall, and similar spells cast for these reasons simply fail, as do effects that banish a creature to another plane of existence
                                                
                                            
                                                
                                                     objects from other planes functions normally in Undermountain, as does magic that involves an extradimensional space. Any spells cast within such an extradimensional space (such as that created by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Solar
 Large celestial, lawful good
 Armor
                                                
                                            
                                                
                                                    .
 Innate Spellcasting. The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
 At will: detect evil and good
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     cast the spell from the scroll. On a failed check, the scroll disintegrates. Level 17: Thief’s Reflexes You are adept at laying ambushes and quickly escaping danger. You can take two turns during the
                                                
                                            
                                                
                                                     their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
 Level 3: Spellcasting You have learned to cast spells. See chapter 7 for the rules on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of
                                                
                                            
                                                
                                                     lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. These well-appointed quarters belong to the fortress castellan, Rilna Freth, a drow elite warrior
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     sharing lengthy educational anecdotes and parables. Unknown to all but her closest aides, the magister has the innate psionic ability to cast the detect thoughts spell without somatic or material
                                                
                                            
                                                
                                                     components. After using it once, the magister must finish a short or long rest before she can cast the spell again. Wisdom is her spellcasting ability (spell save DC 12). The magister is disinclined to agree
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     glass lanterns with continual flame spells cast on them.
 Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
                                                
                                            
                                                
                                                     flame spell cast on it.
 Knightly Argument. Left undisturbed, two female githyanki knights argue quietly with one another in the middle of the room. One of the knights has a decapitated mind flayer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     use this ability to form a connection with a different creature. Level 6: Psionic Sorcery When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as
                                                
                                            
                                                
                                                     normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Mummy Lord  In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their
                                                
                                            
                                                
                                                     throws against effects that turn undead until initiative count 20 on the next round. Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward Carceri’s waiting chains. Olivier Bernard  Shator Demodand Large Fiend, Typically Neutral
                                                
                                            
                                                
                                                     terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.
 Jailer (1/Day). The shator can cast the imprisonment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Theater: Autumn At the end of their previous encounter, the characters are no closer to finding the Stone of Golorr. Jarlaxle is waiting for them at the Seven Masks Theater in the Dock Ward. The
                                                
                                            
                                                
                                                     of Waterdeep’s great treasures, and the cast and crew are very protective of her. Now in her seventies and having been married no fewer than seven times, she has a brisk sense of humor and a zest for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Demogorgon begins summoning the Prince of Demons in a sea cave, but before the ritual is complete, hordes of aquatic monsters swarm the area. Local fishers seek protection. 4 After being cast out from a
                                                
                                            
                                                
                                                    , which is plundering a busy trade route. 8 Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames. 9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    .” Ready “Your foe seems to be waiting for something, ready to act.”  You can combine those narrative descriptions with game rules: “Dispensing with attacks, your foe hurries across the room, taking the
                                                
                                            
                                                
                                                     Dash action.” Monsters Casting Spells It’s important that players can tell when their characters’ opponents are casting spells, giving the characters the opportunity to cast Counterspell or otherwise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     toad that was turned to stone. The sheets of parchment under it are waiting to be written on and folded into birds. If the stone toad is picked up and nothing else holds the pages down, they flutter
                                                
                                            
                                                
                                                    ) to cast the feather fall spell with no components required. Once its spell is cast, the feather becomes nonmagical. Development. If the characters make use of the giant cranes, skip ahead to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Entry Hall These rooms form the entrance to what was once a lavish underground mansion. 1a. Left Hand of Manshoon Alarm. An alarm spell has been cast on the 20-foot-square area marked on map 9. It
                                                
                                            
                                                
                                                     flying speed of 30 feet, and it can hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. It can’t speak or hear, and it can’t be blinded or deafened. 1b. Waiting Room This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     comfortable unless your clothing features garishly contrasting colors or patterns. 
   8  When you cast a spell, the verbal or somatic component must involve a mild obscenity. 
   9  Your hair grows
                                                
                                            
                                                
                                                     existence. A good motto for yourself (and your franchise, if the other characters are worthy) can be the difference between wasted days in endless taverns waiting for opportunities, and constantly filling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     into them. Ceilings. The ceilings are 10 feet high and gently curved and smoothed like the walls. Light. All areas are lit by continual flame spells cast on wall sconces. Scry-Proof. Any attempt to
                                                
                                            
                                                
                                                     lived here before decamping to the Ruins of Caerdoon for his ritual. Y’demi (neutral evil human Oriq blood mage; see chapter 7) resides here now, waiting for Murgaxor’s imminent call to join him. Copper
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     team of cadets, all of you gathering in the main hall where today’s training officers—Saerthe Abizin and Boatswain Tarto—stand waiting. A few members of the other squad murmur excitedly, but a glare
                                                
                                            
                                                
                                                     crew:
  
Using a spelljamming helm requires a keen mind, focus, and magical talent. A character with the ability to cast spells is essential for the Spelljammer role. 
A crew relies on their captain
                                                
                                            
                                        





