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                        Returning 31 results for 'caster wall reciting'.
                    
                
                        
                            
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                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     works even if its caster and the target are on different planes of existence. When the spell ends, all the liquid in the cauldron vanishes.
Dipping the bristles of an ordinary broom into the water
                                                
                                            
                                                
                                                     minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar), all creatures within 1,000 feet of
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects
                                                
                                            
                                                
                                                     within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     triggered, the caster hears a scream.
 Bigby’s hand: The conjured hand is skeletal.
 Find familiar: The familiar is undead—not a celestial, fey, or fiend—and is immune to features that turn undead
                                                
                                            
                                                
                                                    .
 Find steed: The summoned steed is undead—not a celestial, fey, or fiend—and is immune to features that turn undead.
 Find the path: A child’s spirit appears and guides the caster to the desired
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. No Retreat Arch. The north wall is set with a stone arch, its keystone bearing Halaster’s visage whose animated eyes follow any creature that approaches the arch. Carved into the wall above the
                                                
                                            
                                                
                                                     the arch: two flanking the arch on the north wall, two side by side on the west wall, and two side by side on the east wall. Each fresco displays a magically animated image of Halaster performing one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     acquire. The gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a
                                                
                                            
                                                
                                                     the sway of its vampire lord, Strahd von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering it can be as simple as stepping through a portal or passing through a wall of mist.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a Mordenkainen’s
                                                
                                            
                                                
                                                     von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering the demiplane can be as simple as moving through a portal or passing through a wall of mist. Demiplane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell
                                                
                                            
                                                
                                                     more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
 The staff regains 1d6 + 4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
                                                
                                            
                                                
                                                     with animals 3rd barkskin, spike growth 5th plant growth, wind wall 7th dominate beast, grasping vine 9th insect plague, tree stride  Acolyte of Nature At 1st level, you learn one druid cantrip of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     cauldron as its focus, the target of the spell fails its saving throw automatically, and the spell works even if its caster and the target are on different planes of existence. When the spell ends, all
                                                
                                            
                                                
                                                     the cauldron can’t be used again for 8 days. If you spend 1 minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     mosaic floor depicts a tall bird using its long, pointy beak to pin a monstrous frog-like creature with tentacles sprouting from its shoulders. Set into the far wall is a set of heavy stone doors
                                                
                                            
                                                
                                                    
 Leaves with night
 Hides in darkness
 Does not bite
 Always joined to its caster
 Never strays from its master
 The answer to the riddle (“a shadow”) is a clue to finding the secret chamber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into
                                                
                                            
                                                
                                                     an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     spell becomes permanent, it can be dispelled, unless its description says otherwise (such as in the wall of stone spell). Do spellcasters have to learn a ritual version of a spell apart from the normal
                                                
                                            
                                                
                                                     casting the spell, you might simply remember the caster saying, “The treasure you’re looking for isn’t here. Go look for it in the room at the top of the next tower.” You failed your saving throw, and off
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , attacking creatures that cross its path while remaining loyal to its caster.  Living Bigby’s Hand
 Large construct, unaligned
 Armor Class 20 (natural armor)
 Hit Points 52 (5d10 + 25)
 Speed 0 ft
                                                
                                            
                                                
                                                    .
 Unfettered. The living spell can move through any barrier, even a wall of magical force.
 Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
 Actions
 Force Blade. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
                                                
                                            
                                                
                                                     area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
 The
                                                
                                            
                                                
                                                    ). E5e. Office An old desk and chair stand against the south wall, a wooden holy symbol mounted above them—a sunburst. A ten-foot-long iron rod attached to the north wall stands bare, suggesting a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     and stay close to Narrak. Fungi Patches Fungi is rampant throughout this area, growing in large patches on the floors and walls. Two thick fungi patches grow by each wall in the western tunnel
                                                
                                            
                                                
                                                    . Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
                                                
                                            
                                                
                                                    , reading a book while sipping wine from a thin crystal goblet. Other items in the cell include a crystal decanter of wine and a bowl of figs on a small table, a gold-embroidered wall tapestry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
 Three lizardfolk in robes are reciting a
                                                
                                            
                                                
                                                     wooden chairs stands in the center of the room. A wooden bowl containing apples sits on the table. Against the west wall, a brass-bound wooden chest rests at the foot of a single bed.
 This room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Shift spell, or similar magic, the spell’s caster must make a DC 15 Constitution saving throw. On a failed save, the spell fails and has no effect. On a successful save, the spell works, but
                                                
                                            
                                                
                                                     empty space. Warforged pilgrims use the mill to plan expeditions. Ossuary. Bodies of deceased warforged line this cleared-out basement. Each body is carefully secured to the wall in a dignified pose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     to position that Cube. Can a creature under the effect of Compelled Duel teleport more than 30 feet away from the caster? No. You can’t move farther than 30 feet away from the caster of Compelled Duel
                                                
                                            
                                                
                                                     Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     on a grid, unless the DM says effects snap to the grid. There are many ways to position that cube. Can a creature under the effect of compelled duel teleport more than 30 feet away from the caster? No
                                                
                                            
                                                
                                                    . You can’t move farther than 30 feet away from the caster of compelled duel by any means, including teleportation. Is the damage dealt by a beast from conjure animals considered magical? The stat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     headwind they can’t detect. Those who try to climb a wall get halfway up, then inexplicably loses their grip and slide back down. A ladder built to scale a wall never reaches the top, no matter how long
                                                
                                            
                                                
                                                     the ladder. A rope-and-hook thrown up to catch the edge always falls short. Casting teleport or misty step moves the caster sideways instead of up to the next level. Bypassing the tests by any means is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     wall shelves, each in the form of a silver chalice with a golden sun etched on its outside. If the characters are expected guests, Willifort Crowelle (see “Head Servants”) awaits them here and guides
                                                
                                            
                                                
                                                     books. Each bookshelf is outfitted with a ladder on a rolling track to enable people to reach the highest books. Shelves that take up the entire southwest wall hold not books but eighty wide-necked glass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
                                                
                                            
                                                
                                                     searches the wall for secret doors and succeeds on a DC 17 Wisdom (Perception) check notices the sheen of frequent touches on the snowflake button. Treasure. Four items on display are magical: Rust
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     a clear, moonless night.
 There is nothing peculiar about the panels. The two doors on the north wall open onto stone balconies that overlook a stormy void (area P13) and offer clear views of the
                                                
                                            
                                                
                                                     buttress that spans the void and stabilizes the tower.
 If the characters are in a location where they can see the hole in the wall of area P47 on the tower’s second floor, add: Part of the tower wall has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     different from the ones originally spoken. 
   Omens of Ephara    d6 d100 Omen of Ephara 
     1  07  A carved image or face-like pattern on a wall animates and speaks. 
   2  08  The streets of a city
                                                
                                            
                                                
                                                     truthful reply to the caster’s questions. The reply takes the form of a simple “yes” or “no,” a cryptic rhyme, or an omen. It might be transmitted through a disembodied voice, a vision only the caster
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , holding a knife and cutting carrots and celery. A staircase curves up one wall, leading to area K7. Zhent Cook. The halfling, Manafret Cherryport, is one of Manshoon’s lieutenants. He loves to cook, and
                                                
                                            
                                                
                                                     “Kolat Towers Features”) hugs the wall as it climbs from the landing to area K11. Across from the landing, a wide stone ledge protrudes from the northeast wall beneath a window. A pair of identical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     been drawn to area V3 by activity there, omit the opening paragraph of the following boxed text: A heavy snore comes from a fat, battle-scarred ogre sitting with its back against the west wall, its
                                                
                                            
                                                
                                                    .
  Suspended from the ceiling of this chamber by a series of ropes and pulleys are six baskets. Clustered near the south wall are three wooden casks carved with Good Mead’s heraldic symbol: a drinking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    , circumventing security, then the tunnel ends halfway between the origin point and the possible exit point. In any case, the caster knows why the spell didn’t work as intended. Further, an incorporeal
                                                
                                            
                                                
                                                     Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     warm light of the wall sconces bathes the mahogany bookshelves and crimson bedsheets. Sitting on the edge of the bed is a purple-skinned tiefling. He stares blankly at the wall, but his posture is as
                                                
                                            
                                                
                                                     located in this stateroom, on the bed’s headboard, while the other is in the ship’s study (area Z13) on the wall above the desk. He suspects casting Dispel Magic on a rune would deactivate it, but the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     suspended in the air.
 In the west side of the room is a black gate, and on the wall near it is a contact stone.
 Creatures. One reduced-threat aboleth (see “Reduced-Threat Monsters” above) dwells
                                                
                                            
                                                
                                                     slab of jet-black stone sits at the center of this cavern alcove. Its sides show relief carvings of familiar humanoid faces — your own.
 On the wall east of the altar is a contact stone.
 Altar
                                                
                                            
                                        





