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                        Returning 35 results for 'cast which reads'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to
                                                
                                            
                                                
                                                     one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
Spells. The docent knows one of the following spells and can cast it at will, requiring no components
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     can devise a general line of thought of 25 words or fewer. While you wear this pin, a creature that reads your thoughts detects your preprogrammed line of thought instead. A creature that takes the
                                                
                                            
                                                
                                                    . While wearing this pin, you can cast the Nondetection spell on yourself. The duration of this spell is permanent until you disable the effect (no action required), you remove the pin, or you are no longer attuned to the pin.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Spell Scroll (p. 200) Starting with its second sentence, the first paragraph now reads as follows: If the spell is on your class’s spell list, you can read the scroll and cast its spell without
                                                
                                            
                                                
                                                     providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Pact of the Tome (p. 108) Starting with the second sentence, the first paragraph now reads, “When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from
                                                
                                            
                                                
                                                     the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     smaller of the ships is decorated with blue, pink, and purple fabric, and has a massive figurehead shaped like a charging unicorn with a prominent gold horn. A name on the side of this ship reads Twinkle
                                                
                                            
                                                
                                                     the aft of this ship. The name on its side reads Icingdeath.
 If the characters are traveling by barge, they can row to the side of the ship, where the ship’s captain welcomes them aboard. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Wild Magic Surge (p. 103) Starting with the second sentence, this section now reads, “Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     wizards’ names translate as Abzin, Kaalin, and Sharisa. The inscription reads: “Here the Consortium of Three creates the Sapphire Sentinel.” Mural B This mural illustrates three wizards with odd hats
                                                
                                            
                                                
                                                     inscription is engraved below the scene.
 The name translates as Prince Hamukai of Azumar. The inscription reads: “Here the Sapphire Sentinel is bound to the wizard prince Hamukai of Azumar.” Mural C This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will
                                                
                                            
                                                
                                                     lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, a professor orb can cast the mage hand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    . The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your
                                                
                                            
                                                
                                                     and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell. Personality. A docent is designed to advise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your
                                                
                                            
                                                
                                                     and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell. Personality. A docent is designed to advise and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
 Benches
                                                
                                            
                                                
                                                     chalk arrows point from the red slaad to the other two. Next to each slaad are words written in Abyssal. Any character who reads Abyssal can translate the words: “Parent” is written next to the red slaad
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
                                                
                                            
                                                
                                                     Tharmekhûl, the dwarven god of fire and molten rock. It holds an obsidian greataxe above its head. A steel plaque at the base of the statue reads in Dwarvish, “Fire is the cure.” The statue can’t be budged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     paid to have a wish spell cast to end its effect on him. When a character reads even a small part of The Scrivener’s Tale for the first time, all the characters feel the magic of the book wash over them
                                                
                                            
                                                
                                                      Benefit: You can speak, read, and write Sylvan, and magic can’t put you to sleep. Drawback: You no longer cast a reflection or a shadow. 
   2  Benefit: You can cast the message cantrip at will, no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     properties: Languages. The Docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a Docent knows fewer than six languages, it can learn a new language after it hears or reads the
                                                
                                            
                                                
                                                     Docent knows one of the following spells and can cast it at will, requiring no spell components (roll a d6): (1–2) Detect Evil and Good or (3–6) Detect Magic. The Docent decides when to cast the spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     reads in Common, “Knock first before entering.” Using the knocker triggers a glyph of warding spell cast at 8th level. The glyph creates a 20-foot-radius sphere of magical flame. Each creature in the
                                                
                                            
                                                
                                                     handle with a successful DC 22 Intelligence (Investigation) check. Shield. The room is empty except for a steel shield hanging on the south wall. The shield is cast in the form of a serene, angelic visage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Door The Draconic inscription on the floor in front of the double door reads, “The shadow is the key.” Carved into the floor above the inscription is a small, 3-inch-deep keyhole that contains no locking
                                                
                                            
                                                
                                                     mechanism. A silver rod with a key-shaped end, which can be found in areas 10 and 13b, fits into this keyhole perfectly. Using a light source to cast the shadow of a rod-key onto the doors causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , causing the sand within it to fall to the floor. The magic writing on the base of the hourglass reads as follows: Cast a stone into the fire:
 Violet leads to the mountain spire
 Orange to the castle’s
                                                
                                            
                                                
                                                    , and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     creatures in the room. Inscription. The inscription on the ceiling is written in Draconic and reads “Fifth, quench the flame in thy palm with ice.” This is a passage from the Rite of the Arcane Octad (see
                                                
                                            
                                                
                                                     light.
 A detect magic spell cast here reveals an aura of illusion magic. This magic makes the eyes carved into the tower appear to follow those who approach the structure. Characters who enter the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Newmy is a lawful neutral ghost who was once a moon elf. She can cast Prestidigitation at will. Newmy isn’t quite five feet tall, and she has frizzy blue hair and pale skin shot through with blue veins
                                                
                                            
                                                
                                                     until destroyed. Treasure. The rubble includes the nameplates that once adorned the coffins. One reads, “Nolan Dolindar, Beloved Brother” and the other reads, “Evisha Dolindar, Beloved Sister.” Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the library and hasn’t attacked yet, it attempts to shove a character into the pit, then attacks the party. Illusions. Two permanent silent image spells have been cast over the pit, one on the east
                                                
                                            
                                                
                                                     elegant handwriting bears the item’s name and a brief description: Jeweled Human Skull. The card reads, “Unclear if genuine skull or replica. Found in ancient tomb.” This skull is coated with gold. Large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     either of them. The statues use the animated armor stat block and fight until destroyed. Alarms. An alarm spell has been cast on the bottom of the grand staircase. Another such spell has been cast on the
                                                
                                            
                                                
                                                     as seating areas.
 The eastern shop sells cheap souvenirs and bears a sign that reads, “The Historian’s Gifts.” The western shop sells books and artifact replicas and is labeled “The Archaeologist’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
                                                
                                            
                                                
                                                     shines from its highest window.
 A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to a grave in the middle of this cavern. The grave stands amid a grove of dead, burned trees. It is marked with a headstone that reads in Common, “Here lies Crissann, human friend and companion.” The
                                                
                                            
                                                
                                                     top of the gravestone is carved in the shape of a rose. A detect magic spell cast in the vicinity reveals a source of evocation magic buried in the earth (see “Treasure” below). The will-o’-wisp is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     tool. On a failed check, the trap triggers. B3. Scaly Eye Tombs At both ends of this hall a carving on the south wall reads, “Silence for the fallen heroes, please.” Ninety interment niches line the
                                                
                                            
                                                
                                                     walls and pillars of this chamber are carved with hundreds of images of metallic dragons. The ceiling is engraved with Draconic script which reads, “Only those who speak her Scaly Eye name may ascend
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    -foot-long rope that hangs down to the floor once the false ceiling is no longer an obstacle. A verse engraved on the bell in Elvish reads: Toll the bell within this spire
To journey to your heart’s
                                                
                                            
                                                
                                                    ) 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->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     southern door is the infinity symbol, representing the dual-god, the supreme god of creation. The door isn’t latched, but it is stuck shut. A detect magic spell cast on it reveals that an aura of
                                                
                                            
                                                
                                                     Olman, reads, “Beware! Beyond this door is death!” Once the seal is broken by opening the doors, it may not be used to reseal the doors. The gold in the seal is worth 250 gp. The door is trapped, but the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     heavens. His other arm is bent as if holding something, but it is empty. An etching at the base of the statue reads, “Leuchis, who traveled on the wind.” Lilva. In the middle of the room, this red stone
                                                
                                            
                                                
                                                     statue of a dwarf holds a large urn as if about to take a drink. An etching on the statue’s base reads, “Lilva, who brewed the waters of the gods.” Pattox. At the room’s south, this blue stone statue of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     runes. The doors have neither handles nor hinges. The writing on them reads, “THE THREE KEYS. BRING THEM FORTH.” The doors part, sliding back into the walls, when the three correct keys are brought
                                                
                                            
                                                
                                                     of Moradin with amethyst eyes (worth 250 gp and weighing 10 pounds). V6. Hammer and Anvil The adamantine door to this room has an arcane lock spell cast on it, but it swings open when a dwarf or a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dresser, and a claw-footed iron chest with an arcane lock spell cast on it (keyed to the student assigned to the room). A creature can force open the magically locked chest with a successful DC 25
                                                
                                            
                                                
                                                     braille-like writing called Qualith, which the mind flayer reads with its tentacles. A non-illithid must use a comprehend languages spell or similar magic to comprehend the writing. The book contains all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     from somewhere and has a purpose — and nobody can measure out and use that purpose like they can. As Talanatha “reads” fallen foes, she charts her party’s cosmic effects and can even try to smooth out
                                                
                                            
                                                
                                                     within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     reads “Tasha the Wizard—Known for Her Hideous Laughter.”
 A halfling couple holds hands as they approach the glass cabinet. One of the halflings is wearing butterfly face paint. As he drops to one knee
                                                
                                            
                                                
                                                     using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     knucklehead trout. Its wooden plaque bears an engraved copper plate that reads, in Common, “Big Knuck, caught by Easthaven fishers during the summer of 1479 DR.”
 A secret door in the northeast corner is
                                                
                                            
                                                
                                                     lanterns cast a gentle glow upon a tall, black object in the center of this room. Although one could easily mistake it for a statue, this object is actually the figurehead of a ship and is carved in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    , a Rilmani Community in the Spire A third rilmani strides from the gate. This figure is leaner than the others, with a copper cast to their skin. They’re reading a scroll intently, but they look up
                                                
                                            
                                                
                                                     final line reads, “R04M. Modron. Mismatched.” Ascetelis is friendly, and she comes across as easy to impress, with a welcoming, folksy charm. She quickly explains she was just coming to look for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     locks inside the palace (see “Crown Locks” above). The inscription reads: The lion or the hart must wear the crown. 
But which one should it weigh down?
 P2. Palace Garden The scents of roses
                                                
                                            
                                                
                                                     him eating its fish. Thanks to the awaken spell that was cast on him by a friendly druid, Bodger has an Intelligence of 10 and speaks Common. Majera d’Valzey (neutral, female, human noble) from the
                                                
                                            
                                        





