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Returning 16 results for 'cast with pin'.
Magic Items
Forgotten Realms: Adventures in Faerûn
. 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.
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
Magic Items
Strixhaven: A Curriculum of Chaos
A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast from the charm again until the next
companions to the event, but first- and second-year students aren’t permitted. A note provided along with the invitation explains the expectations for the event and the accompanying pin: The Magister’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
spells cast on torches in bronze wall sconces. The rest of the level is dark. Quays. Some areas adjacent to canals are quays, with several steps leading from the floor level down to just 1 foot above
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
formations fill a smaller cavern to the southeast (area 1b).
The two drow mages are males named Hulziin and Yrrprek. Each wears a cloak pin bearing the insignia of House Freth. They arrived here shortly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Glove puppet in the shape of a wizard. As an action, you can move the puppet’s arms to cast the minor illusion cantrip. After three uses, the puppet disappears in a puff of smoke. Almiraj Ring Toss
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory
access to the special archives of Strixhaven’s libraries 5 A stylish silver pin that references a famous series of novels about warlocks 6 A stack of small pieces of parchment, each enchanted to stick to whatever surface it’s pressed against and peel off easily
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pieces of plain gold jewelry (worth 25 gp each) and a finely wrought gold cloak-pin inlaid with shards of jet (worth 250 gp) An ivory drinking horn engraved with dancing dryads and satyr pipe players
short or long rest at night (resting during the day works normally, since the curse is dormant from dawn to dusk). A greater restoration or a remove curse spell cast on the creature ends the curse on it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
votes are cast. The warden (see area R21), who always attends such meetings, sits in the middle chair and casts the tie-breaking vote, if necessary. R21. Warden’s Quarters The arcane lock on this door
a day, each time for an hour or two. While under its control, the warden can’t cast her prepared spells, speaks only Dwarvish, and occasionally indulges Vlax’s vice for ale and spirits. She also
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
normally. Twice a day, the hags use their coven spells (see the “Coven Spells” sidebar) to cast seeming on their minions, disguising them suitably for their roles. The following creatures serve the
except the door to the tower studio (area T15). He also carries the coven’s hag eye, which is disguised as a cat’s-eye pin on his jacket. For more information on the hag eye, see the “Hags” section in the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
before votes are cast. The warden (see area R21), who always attends such meetings, sits in the middle chair and casts the tiebreaking vote, if necessary. R21: Warden’s Quarters The arcane lock on this
visitors. While under Vlax’s control, the warden can’t cast her prepared spells or use the command word for high alert (see the “High Alert“ section), speaks only Dwarvish, and occasionally indulges Vlax’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
before votes are cast. The warden (see area R21), who always attends such meetings, sits in the middle chair and casts the tiebreaking vote, if necessary. R21: Warden’s Quarters The arcane lock on this
visitors. While under Vlax’s control, the warden can’t cast her prepared spells or use the command word for high alert (see the “High Alert“ section), speaks only Dwarvish, and occasionally indulges Vlax’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, which requires 1 minute and a successful DC 14 Dexterity check. Treasure. The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping. D16: Student Quarters These rooms
if the creature had cast an augury spell. After receiving such an omen, the creature can’t receive another one for 24 hours but still feels the otherworldly presence while inside the circle. Esquire
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ceiling is encircled by a narrow ledge. Steel spears pin four humanoid skeletons to the left wall, and a chest sits on the far end of the room.
This room contains a brutal spear trap. Secret Door. A
1,800 gp. P23: Darkness Room Magical darkness fills this room. A Dispel Magic spell cast on the darkness dispels it, as does the Daylight spell. A locked chest rests against the west wall. Two black






