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                        Returning 35 results for 'certain wall reflects'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
                                                
                                            
                                                
                                                     surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their
                                                
                                            
                                                
                                                     of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , wall of forceSeekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the
                                                
                                            
                                                
                                                    ;s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction.Fire, Lightning, PoisonCold; Bludgeoning, Piercing, and
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , invisibility, major image
3/day each: dispel magic, fly, suggestion, wall of fire
1/day: dominate monster
Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet
                                                
                                            
                                                
                                                     following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
                                                
                                            
                                                
                                                     Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.
Starlight’s Gleam. The dragon chooses a point it
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
                                                
                                            
                                                
                                                     dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
                                                
                                            
                                        
                                                    Cube of Force
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
 
                                                
                                            
                                                
                                                     the barrier. Walls, floors, and ceilings can pass through at your discretion.
6
0
The barrier deactivates.
 
The cube loses charges when the barrier is targeted by certain spells
                                                
                                            
                                        
                                                    Glyph of Warding
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can
                                                
                                            
                                                
                                                     another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
                                                
                                            
                                        
                                                    Symbol
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
                                                
                                            
                                                
                                                     stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                                
                                                     spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
 Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
                                                
                                            
                                                
                                                     indentation serve as handles that enable the doors to be pulled open.
 Secret Door. A secret door in the east wall opens into a dusty, cobweb-filled corridor that connects to area 13. Characters inside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
                                                
                                            
                                                
                                                     hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
                                                
                                            
                                                
                                                     hazards while scaling a wall, or cling to a surface while something is trying to knock you off. You try to jump an unusually long distance or pull off a stunt midjump. You struggle to swim or stay afloat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the
                                                
                                            
                                                
                                                     certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     loudly as it hits the floor.
 Warning. The words “Certain death this way!” are carved in Common on the southeast wall, with an arrow pointing toward the southern exit.
 The bugbears detect the approach
                                                
                                            
                                                
                                                     tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the
                                                
                                            
                                                
                                                     certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Climbing a nail-studded wall requires a successful DC 13 Strength (Athletics) check. Even with a successful check, a creature must succeed on a DC 13 Dexterity saving throw to avoid the nails, taking
                                                
                                            
                                                
                                                     1d4 piercing damage on a failed save. The path slopes up and down, so sections can be flooded or inundated with poisonous smoke. At certain points, the path narrows to allow Small creatures through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
 The mirror that hangs on the western wall is in a stone
                                                
                                            
                                                
                                                     floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
 The red mirror on the eastern wall seems to be composed of fiery glass and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     attacks unless it was previously defeated in area 15. Secret Door A secret door in the east wall appears only when certain conditions are met; see area 21 for more information.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     spells or comes into contact with certain spell or magic item effects, as shown in the table below.  Spell or Item Charges Lost   Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
                                                
                                            
                                                
                                                    . 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates.  The cube loses charges when the barrier is targeted by certain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.  Spell or Item Charges Lost   Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
 Secret Door. Set into the north wall is a secret door that
                                                
                                            
                                                
                                                     a 6-inch-thick wall of stone that bisects the room from east to west, creating separate chambers to the north and south. The wall is permanent. Each 10-foot-square section of it has AC 15, 180 hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     triggered When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object
                                                
                                            
                                                
                                                    , removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     triggered When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object
                                                
                                            
                                                
                                                    , removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     they search for a secret door, detailing how they tap on a wall or twist a torch sconce to find its trigger. That could be enough to convince the DM that they find the secret door without having to
                                                
                                            
                                                
                                                     character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    : Creatures. Not every adversary wants to engage in mortal combat. Certain creatures might delight in a battle of wits. The reward for answering a creature’s riddle might be a small treasure, a bit of
                                                
                                            
                                                
                                                     fortune. A series of frost giant runes etched onto a stone wall could, when decoded, activate a magical doorway to a long-lost city.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    27. The Portal of Scintillating Violet The door in the center of the north wall of the throne room appears to lead to another small room. Like the two near the corners, this one gives off a faint
                                                
                                            
                                                
                                                     opens the door, read: You see a bare chamber, with a small door on the north wall, and pairs of swords crossed behind shields hung upon the walls. There are three such sets on each of the walls to either
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be
                                                
                                            
                                                
                                                     most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
                                                
                                            
                                                
                                                     Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The Astral Plane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
                                                
                                            
                                                
                                                     Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The Astral Plane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Skant If the characters have Professor Skant with them, the professor orb can provide educational commentary on certain features found in the Caves of Hunger, as noted in the text, provided the orb
                                                
                                            
                                                
                                                     is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     reflects human ideas about art and beauty. Over time this perspective was skewed toward the concept that the snake is the perfect form, so serpents are a common theme in their aesthetic. The major
                                                
                                            
                                                
                                                     method uses blocks of special incense to fill a room with poisonous faint smoke that disguises the presence of the poison until it takes effect. There are legends of certain yuan-ti infiltrating human
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     mountain path, or it might be surrounded by a fence the hag builds out of posts capped with magically warded skulls. Often, a lair reflects the outlook of its primary inhabitant — a murderous hag’s home
                                                
                                            
                                                
                                                     them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground
                                                
                                            
                                        





