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Returning 35 results for 'casting wandered revealing'.
Other Suggestions:
calling wandered revealing
calling wander revealing
casting wanderer revering
calling wandered repelling
chasing wander revealing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky
, revealing the angular muscles of his face and hands. He has a look of power—and of madness. His once handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky
, revealing the angular muscles of his face and hands. He has a look of power—and of madness. His once handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (The hook horrors pose no danger in their current state. Casting a greater restoration spell or similar magic on one restores it to flesh and blood, whereupon it attacks.)
The mirror looks like one of
Halaster’s magic gates and functions similarly (see “Gates”). Its rules are as follows: If a creature stands atop the dais and says something flattering about Halaster, the mirror vanishes, revealing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (The hook horrors pose no danger in their current state. Casting a greater restoration spell or similar magic on one restores it to flesh and blood, whereupon it attacks.)
The mirror looks like one of
Halaster’s magic gates and functions similarly (see “Gates”). Its rules are as follows: If a creature stands atop the dais and says something flattering about Halaster, the mirror vanishes, revealing
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
spell, then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
challenge, the stone that the cyclops threw splits in half, revealing a topaz gemstone inside. If the topaz is carried out of this area, either path leads the characters back to the sundial. If the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
challenge, the stone that the cyclops threw splits in half, revealing a topaz gemstone inside. If the topaz is carried out of this area, either path leads the characters back to the sundial. If the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
challenge, the stone that the cyclops threw splits in half, revealing a topaz gemstone inside. If the topaz is carried out of this area, either path leads the characters back to the sundial. If the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
spell, then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
challenge, the stone that the cyclops threw splits in half, revealing a topaz gemstone inside. If the topaz is carried out of this area, either path leads the characters back to the sundial. If the
Magic Items
Infernal Machine Rebuild
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
any text.
You lose the ability to speak any language. This has no effect on casting spells with verbal components.
31
You can cast the speak with plants spell three times.
Your skin turns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pointed us to a cave that was the source of the polluted stream.
Amy: Before he wandered off, he gave us a magic acorn, and that’s where we ended last week.
Jared: So now you’re in this gloomy
.
Jared: Gareth, you’re up next.
Phillip: Gareth holds his Holy Symbol and utters an imprecation while pointing at the closest shrub and casting Toll the Dead. The sound of a bell tolls, and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
pointed us to a cave that was the source of the polluted stream.
Amy: Before he wandered off, he gave us a magic acorn, and that’s where we ended last week.
Jared: So now you’re in this gloomy
.
Jared: Gareth, you’re up next.
Phillip: Gareth holds his Holy Symbol and utters an imprecation while pointing at the closest shrub and casting Toll the Dead. The sound of a bell tolls, and the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Casting dispel evil and good on the statue permanently disarms the haunted trap. Morbid Memory Haunt Bonus +0 A morbid memory trap presents little danger, but it proves useful in revealing important and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sloping hallway. Candles flicker on riveted sconces, casting dim light across a sequence of sculpted reliefs depicting humanoids with bestial heads kneeling before a black star. At the lower end of the
keyhole is real. The jade key found in area 53 can be used to unlock the relief and swing it open, revealing the crawlway. The lock can also be picked with a successful DC 21 Dexterity check made by a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Casting dispel evil and good on the statue permanently disarms the haunted trap. Morbid Memory Haunt Bonus +0 A morbid memory trap presents little danger, but it proves useful in revealing important and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sloping hallway. Candles flicker on riveted sconces, casting dim light across a sequence of sculpted reliefs depicting humanoids with bestial heads kneeling before a black star. At the lower end of the
keyhole is real. The jade key found in area 53 can be used to unlock the relief and swing it open, revealing the crawlway. The lock can also be picked with a successful DC 21 Dexterity check made by a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
spell, drenching the fireplace.
Jared: What does the spell’s description say?
Phillip: It causes 10 gallons of water to rain down in a 30-foot Cube, extinguishing flames there.
5 Casting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
spell, drenching the fireplace.
Jared: What does the spell’s description say?
Phillip: It causes 10 gallons of water to rain down in a 30-foot Cube, extinguishing flames there.
5 Casting
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the characters are ready, Rovina opens a door, revealing a portal filled with swirling amber light. She directs anyone intending to face the trial to enter the portal together. If a single character is
in diameter, with a door on the wall opposite the characters and the pedestal at the center. The door is locked and can be opened only by the key at the center of the rotunda or by casting the knock
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
(area H10), which is accessible from the balcony over the temple sanctum. Though Rummox intends to betray Anthradusk, she refuses to fight the dragon alongside the party and avoids revealing her
character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away, revealing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the characters are ready, Rovina opens a door, revealing a portal filled with swirling amber light. She directs anyone intending to face the trial to enter the portal together. If a single character is
in diameter, with a door on the wall opposite the characters and the pedestal at the center. The door is locked and can be opened only by the key at the center of the rotunda or by casting the knock
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
(area H10), which is accessible from the balcony over the temple sanctum. Though Rummox intends to betray Anthradusk, she refuses to fight the dragon alongside the party and avoids revealing her
character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away, revealing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cast by a cleric, a druid, a sorcerer, a warlock, or a wizard. 4 You drank a potion (of the DM’s choice). 5 You found a spell scroll (of the DM’s choice) and succeeded in casting the spell it
becomes indifferent at best, though they might eventually forgive you. 10 For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cast by a cleric, a druid, a sorcerer, a warlock, or a wizard. 4 You drank a potion (of the DM’s choice). 5 You found a spell scroll (of the DM’s choice) and succeeded in casting the spell it
becomes indifferent at best, though they might eventually forgive you. 10 For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
set of kobold footprints leads to the east. (The kobold who wandered in that direction never returned.) M8. Grell Lair A hole in the west side of this chamber opens into the central shaft, letting in
skull from the stone causes it to shatter and fall away, revealing a crystal shard where the illithid’s brain would have been. Treasure. The crystal shard lodged inside the fossilized mind flayer skull
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
set of kobold footprints leads to the east. (The kobold who wandered in that direction never returned.) M8. Grell Lair A hole in the west side of this chamber opens into the central shaft, letting in
skull from the stone causes it to shatter and fall away, revealing a crystal shard where the illithid’s brain would have been. Treasure. The crystal shard lodged inside the fossilized mind flayer skull
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
worn smooth, rise from the center of this large cave. Baleful crimson light leaks from cracks in the jagged pillars, casting an eerie glow on the cave.
Four barlguras lair in this dimly lit cave. Each
blinded condition. 3 The target’s feet become heavy, fluid-filled sacs, reducing its walking speed by 10 feet. 4 The target’s mouth vanishes, preventing it from speaking or casting spells with verbal
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
worn smooth, rise from the center of this large cave. Baleful crimson light leaks from cracks in the jagged pillars, casting an eerie glow on the cave.
Four barlguras lair in this dimly lit cave. Each
blinded condition. 3 The target’s feet become heavy, fluid-filled sacs, reducing its walking speed by 10 feet. 4 The target’s mouth vanishes, preventing it from speaking or casting spells with verbal
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who tries to rouse the warrior and succeeds at a DC 18 Charisma (Persuasion) check wakes the warrior, who identifies themself as Filch. Filch wandered in here shortly after the Day of
turn to the party, revealing ghostly, screaming skulls instead of faces. The soldiers are three hostile wights. Three will-o’-wisps, previously invisible, appear at the start of combat and fight
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who tries to rouse the warrior and succeeds at a DC 18 Charisma (Persuasion) check wakes the warrior, who identifies themself as Filch. Filch wandered in here shortly after the Day of
turn to the party, revealing ghostly, screaming skulls instead of faces. The soldiers are three hostile wights. Three will-o’-wisps, previously invisible, appear at the start of combat and fight
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have wandered in circles, unable to find their way either through the mist or back outside it, until their food or water ran out or they blundered into the path of some mutated terror. The DC for
past the instant of their casting and start behaving as if they were independent, living creatures. A common misunderstanding about the Mournland is that healing spells refuse to work. The fact is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have wandered in circles, unable to find their way either through the mist or back outside it, until their food or water ran out or they blundered into the path of some mutated terror. The DC for
past the instant of their casting and start behaving as if they were independent, living creatures. A common misunderstanding about the Mournland is that healing spells refuse to work. The fact is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
—revealing a secret way to the gallery (area T6). Treasure. Most books in this room have no monetary value, but three of the oldest books are worth 500 gp each. A character can identify these valuable books
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
—revealing a secret way to the gallery (area T6). Treasure. Most books in this room have no monetary value, but three of the oldest books are worth 500 gp each. A character can identify these valuable books
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters arrive shortly before twilight. When they arrive, lay out the poster map of the carnival for the players to see. After revealing the map, read the following boxed text to any players whose
deity is worshiped and presented to the high priest, who would then grant the letter’s bearer a favor. An example of an appropriate favor would be one free casting of a spell of 5th level or lower from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters arrive shortly before twilight. When they arrive, lay out the poster map of the carnival for the players to see. After revealing the map, read the following boxed text to any players whose
deity is worshiped and presented to the high priest, who would then grant the letter’s bearer a favor. An example of an appropriate favor would be one free casting of a spell of 5th level or lower from