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Returning 35 results for 'casting wand reveals'.
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Magic Items
Tyranny of Dragons
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
This wand looks and feels like an icicle. You must be attuned to the wand to use it.
The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical
Magic Items
The Book of Many Things
wearing armor.
Ship. You gain proficiency in three skills chosen by the DM.
Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item.
Stairway. You can choose to
by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you.
Tomb. At any time you choose
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
Wand of Winter Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
Wand of Winter Wand, rare (requires attunement) This wand looks and feels like an icicle. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Unbreakable arrow Weapon No Veteran’s cane Wondrous item No Walloping ammunition Weapon No Wand of conducting Wand No Wand of pyrotechnics Wand No Wand of scowls Wand No Wand of smiles Wand No ARE MAGIC ITEMS
items can go from nice to necessary in the rare group that has no spellcasters, no monk, and no NPCs capable of casting magic weapon. Having no magic makes it extremely difficult for a party to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Most of their armor and weapons are damaged beyond repair.
Falkir Gravelfist and his band perished at the foot of a mirror gate that would have been their salvation — had they a magic wand to activate
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Unbreakable arrow Weapon No Veteran’s cane Wondrous item No Walloping ammunition Weapon No Wand of conducting Wand No Wand of pyrotechnics Wand No Wand of scowls Wand No Wand of smiles Wand No ARE MAGIC ITEMS
items can go from nice to necessary in the rare group that has no spellcasters, no monk, and no NPCs capable of casting magic weapon. Having no magic makes it extremely difficult for a party to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to see a warrior with a sword on one hip and a wand on the other. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. A wandslinger is defined
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to see a warrior with a sword on one hip and a wand on the other. Within the army, such a soldier is referred to as an arcaneer. On the streets, they are called wandslingers. A wandslinger is defined
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Most of their armor and weapons are damaged beyond repair.
Falkir Gravelfist and his band perished at the foot of a mirror gate that would have been their salvation — had they a magic wand to activate
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
light before spinning to look in the direction of the cult’s hideout (acting like a compass). A Detect Magic spell or similar effect reveals an aura of divination magic around the eyeball. Casting
Identify while targeting the eyeball reveals its function and its key phrase. Alternatively, a character can rifle through Delvin’s pockets and find a slip of parchment with the key phrase scribbled on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in rotted leather armor. The skeleton clutches a quarterstaff that has become brittle with age. A tattered backpack contains adventuring gear that has rotted or rusted away. Casting a speak with dead
spell on the skeleton reveals that the tiefling, Savir, was a monk who fell prey to a cloaker. Savir’s spirit doesn’t know what became of his adventuring companions or the cloaker. If questioned
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
light before spinning to look in the direction of the cult’s hideout (acting like a compass). A Detect Magic spell or similar effect reveals an aura of divination magic around the eyeball. Casting
Identify while targeting the eyeball reveals its function and its key phrase. Alternatively, a character can rifle through Delvin’s pockets and find a slip of parchment with the key phrase scribbled on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in rotted leather armor. The skeleton clutches a quarterstaff that has become brittle with age. A tattered backpack contains adventuring gear that has rotted or rusted away. Casting a speak with dead
spell on the skeleton reveals that the tiefling, Savir, was a monk who fell prey to a cloaker. Savir’s spirit doesn’t know what became of his adventuring companions or the cloaker. If questioned
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see “Treasure”). A character
remains, the tattered remnants of ancient burial garments, and treasure of Netherese origin. The northeast sarcophagus contains two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see “Treasure”). A character
remains, the tattered remnants of ancient burial garments, and treasure of Netherese origin. The northeast sarcophagus contains two gold bracelets worth 50 gp each and a ceremonial wand (nonmagical
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
swords; a woman wears robes over white scale mail, and she holds a wand set with a blue gemstone. “Welcome. I consider you to be my guests. Perhaps we can do business.”
Talis the white This
encounter is the classic scene where the villain explains herself if the players are willing to pause. In combat, Talis the White (see appendix D for statistics) stands behind her bodyguards and uses a wand
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
swords; a woman wears robes over white scale mail, and she holds a wand set with a blue gemstone. “Welcome. I consider you to be my guests. Perhaps we can do business.”
Talis the white This
encounter is the classic scene where the villain explains herself if the players are willing to pause. In combat, Talis the White (see appendix D for statistics) stands behind her bodyguards and uses a wand
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sister Violence to escape. Statues The room’s three statues are life-size carvings of robed human wizards. They are used for testing the spellcasting abilities of pupils. A detect magic spell reveals
stands atop a stone dais and depicts Halaster Blackcloak in a robe covered with unblinking eyes. He clutches a staff.
West Statue. This statue depicts a long-haired woman armed with a gnarled wand. She
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sister Violence to escape. Statues The room’s three statues are life-size carvings of robed human wizards. They are used for testing the spellcasting abilities of pupils. A detect magic spell reveals
stands atop a stone dais and depicts Halaster Blackcloak in a robe covered with unblinking eyes. He clutches a staff.
West Statue. This statue depicts a long-haired woman armed with a gnarled wand. She
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
on it, and a casting of detect evil and good or a paladin’s use of Divine Sense reveals it as a desecrated place. Mouth Trap. The mouth opening is similar to a sphere of annihilation, but it is about 3
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
on it, and a casting of detect evil and good or a paladin’s use of Divine Sense reveals it as a desecrated place. Mouth Trap. The mouth opening is similar to a sphere of annihilation, but it is about 3
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Silence Level 2 Illusion (Bard, Cleric, Ranger) Casting Time: Action or Ritual
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be
the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there. Silent Image Level 1 Illusion (Bard, Sorcerer, Wizard)
Casting Time: Action