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Returning 35 results for 'climbing wizard relying'.
Monsters
Icewind Dale: Rime of the Frostmaiden
telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender.
A hypnos magen carries no weapons, relying entirely on its psychic
abilities to manipulate and harm other creatures.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate. Both of these attitudes can give rise to
trust a wizard. They’re all devils in disguise, especially the friendly ones. 3 Dwarves have lost their spirits, and are almost like the undead. That’s why they live underground. 4 Magical things bring
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate. Both of these attitudes can give rise to
trust a wizard. They’re all devils in disguise, especially the friendly ones. 3 Dwarves have lost their spirits, and are almost like the undead. That’s why they live underground. 4 Magical things bring
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope Trick Level 2 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a segment of rope)
Duration: 1 hour
You touch a rope. One end of it hovers upward until the
. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Levitate Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Levitate Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Levitate Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Levitate Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a metal spring)
Duration: Concentration, up to 10 minutes
One creature or loose
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very Rare 17 +9 7 Very Rare 18 +10 8 Very Rare 18 +10 9 Legendary 19 +11 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Uncommon 13 +5 3 Uncommon 15 +7 4 Rare 15 +7 5 Rare 17 +9 6 Very Rare 17 +9 7 Very Rare 18 +10 8 Very Rare 18 +10 9 Legendary 19 +11 Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll
spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Conceptopolis Spell Scroll, Sovereign Glue, Slippers of Spider Climbing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. “Five gold dragons says they’re back before a tenday, minus the fighter, the wizard, and the cleric!” is the flavor of commentary often heard amid gales of drunken laughter. The walls of the well are
crumbly but have abundant handholds and footholds. They can be scaled without climbing gear with a successful DC 15 Strength (Athletics) check. No check is needed to enter Undermountain by using the rope-and-pulley system.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. “Five gold dragons says they’re back before a tenday, minus the fighter, the wizard, and the cleric!” is the flavor of commentary often heard amid gales of drunken laughter. The walls of the well are
crumbly but have abundant handholds and footholds. They can be scaled without climbing gear with a successful DC 15 Strength (Athletics) check. No check is needed to enter Undermountain by using the rope-and-pulley system.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
). Getting the helm to the Command Deck will take a bit of work, given that the tyrant ship’s access shafts are designed for hovering beholders. Characters can use the climbing kits, pitons, and ropes to
. Miken Haverstance
Human Cadet
An apprentice wizard, Miken (MICK-unn) constantly worries about whether he has the right skills to graduate from the Academy. When his nose isn’t buried in a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
). Getting the helm to the Command Deck will take a bit of work, given that the tyrant ship’s access shafts are designed for hovering beholders. Characters can use the climbing kits, pitons, and ropes to
. Miken Haverstance
Human Cadet
An apprentice wizard, Miken (MICK-unn) constantly worries about whether he has the right skills to graduate from the Academy. When his nose isn’t buried in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
, Halfling, and Undercommon. Darribeth has a rope of climbing that belonged to a colleague who perished in the Underdark. She offers it as payment for getting her back to the surface. In addition, if any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
, Halfling, and Undercommon. Darribeth has a rope of climbing that belonged to a colleague who perished in the Underdark. She offers it as payment for getting her back to the surface. In addition, if any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
humans and safe to climb. After climbing the stairs for 1,000 feet, the characters stand in front of the tower’s entrance, on a cloud that feels as firm and safe as solid ground. If the characters
enter the first floor of the tower, a cloud giant wizard named Zephyros descends from the second floor (using a levitate spell) to greet them. Zephyros is an eccentric cloud giant with windswept white
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
humans and safe to climb. After climbing the stairs for 1,000 feet, the characters stand in front of the tower’s entrance, on a cloud that feels as firm and safe as solid ground. If the characters
enter the first floor of the tower, a cloud giant wizard named Zephyros descends from the second floor (using a levitate spell) to greet them. Zephyros is an eccentric cloud giant with windswept white
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
prisoners (commoners) 3–4 1 deathlock wight (B), 1d3 Thayan apprentices (B), and 2d4 Thayan warriors (B) 5–6 1 Red Wizard evoker (B), 1 Thayan apprentice (B), and 1d4 dread warriors (B) 7–8 1 wight and
. Each group of Thayans has among them 1d4 - 2 potions (minimum 0), each one determined by rolling on the following table. 2d4 Potion 2 Flying 3–4 Climbing 5–7 Healing (1–3), Greater Healing (4–5
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
prisoners (commoners) 3–4 1 deathlock wight (B), 1d3 Thayan apprentices (B), and 2d4 Thayan warriors (B) 5–6 1 Red Wizard evoker (B), 1 Thayan apprentice (B), and 1d4 dread warriors (B) 7–8 1 wight and
. Each group of Thayans has among them 1d4 - 2 potions (minimum 0), each one determined by rolling on the following table. 2d4 Potion 2 Flying 3–4 Climbing 5–7 Healing (1–3), Greater Healing (4–5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
Barovian noble to show them hospitality. If the characters ask what they can do, Dmitri asks them to secure a wagonload of wine from the Wizard of Wines winery to the south. His people have been without
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of vermin Wondrous item No Hat of wizardry Wondrous item Yes (wizard) Heward’s handy spice pouch Wondrous item No Horn of silent alarm Wondrous item No Instrument of illusions Wondrous item Yes
of bewitching Wondrous item No Pipe of smoke monsters Wondrous item No Pole of angling Wondrous item No Pole of collapsing Wondrous item No Pot of awakening Wondrous item No Potion of climbing Potion
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of vermin Wondrous item No Hat of wizardry Wondrous item Yes (wizard) Heward’s handy spice pouch Wondrous item No Horn of silent alarm Wondrous item No Instrument of illusions Wondrous item Yes
of bewitching Wondrous item No Pipe of smoke monsters Wondrous item No Pole of angling Wondrous item No Pole of collapsing Wondrous item No Pot of awakening Wondrous item No Potion of climbing Potion
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
Barovian noble to show them hospitality. If the characters ask what they can do, Dmitri asks them to secure a wagonload of wine from the Wizard of Wines winery to the south. His people have been without
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). Planted in the “heart” of this wooden effigy is a magic gem stolen from the Wizard of Wines vineyard (chapter 12). The statue has AC 10, 50 hit points, and immunity to poison and psychic damage. If the
out of the statue’s chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). Planted in the “heart” of this wooden effigy is a magic gem stolen from the Wizard of Wines vineyard (chapter 12). The statue has AC 10, 50 hit points, and immunity to poison and psychic damage. If the
out of the statue’s chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Levistus, who speaks to them infrequently using a powerful form of cross-planar telepathy. Levistus has recently called upon them to help another of their master’s disciples—an albino tiefling wizard
member of the cult other than Kadroth, whom Levistus secretly despises. The characters harm Avarice, the albino tiefling wizard, or inhibit her efforts to plunder the lost city of Ythryn. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magen Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. Though magen look like humanoids with green skin, they are
no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures. Hypnos Magen
Medium construct, unaligned
Armor Class 12
Hit Points 34 (4d8 + 16)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Levistus, who speaks to them infrequently using a powerful form of cross-planar telepathy. Levistus has recently called upon them to help another of their master’s disciples—an albino tiefling wizard
member of the cult other than Kadroth, whom Levistus secretly despises. The characters harm Avarice, the albino tiefling wizard, or inhibit her efforts to plunder the lost city of Ythryn. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magen Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. Though magen look like humanoids with green skin, they are
no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures. Hypnos Magen
Medium construct, unaligned
Armor Class 12
Hit Points 34 (4d8 + 16)
Speed 30 ft