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Returning 35 results for 'combine wall reveals'.
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Magic Items
Dungeon Masterâs Guide
vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to
reveals theyâre made from paste, cookies, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Monsters
Guildmastersâ Guide to Ravnica
of faith
2nd level (3 slots): lesser restoration, scorching ray
3rd level (3 slots): blinding smite, crusader's mantle, revivify
4th level (3 slots): banishment, wall of fire
5th level (1 slot
). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.Boros firefists combine potent magic with peerless fighting ability
Monsters
Strixhaven: A Curriculum of Chaos
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell canât have the
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor
a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or
Nolzur's Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Masterâs Guide (2014)
, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor
a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or
Backgrounds
Guildmastersâ Guide to Ravnica
. Thatâs the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance â but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combineâs defenses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
aura of illusion magic. It has no substance, and creatures and objects can pass right through it. The illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W10. Glassblowerâs Workshop A dirty window in the south wall allows dim light to enter this room. Wine bottles are manufactured here, as evidenced by the tools lying about, the wooden rack full of
freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
east wall. A fireplace built into the south wall features an elegantly carved mantelpiece. Treasure. A detect magic spell reveals an aura of conjuration magic emanating from the fireplace mantel. Any
W12. Master Bedroom A four-poster bed stands between two shuttered windows against the west wall. Other furnishings include a desk and chair against the north wall and an empty wardrobe against the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
M9. Dead End Leaning against the back wall of this tunnel is a dead human miner with a pickaxe. Inspection of the corpse reveals that the miner was stabbed to death.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
peering out from the dark wall above a small basin. Also present here is a journal that reveals Neronvainâs relationship to King Melandrach, whom Neronvain refers to frequently as âmy poor father.â The
journal also reveals that the Green Dragon Mask is already at the Well of Dragons, under Severinâs protection and ready to be assembled into the Mask of the Dragon Queen.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the west wall pushes open to reveal a corridor. Characters who follow this corridor come to a stone staircase that descends 40 feet to area 1 on level 10.
A detect magic spell reveals an illusory
wall for what it is. An illusory wall has no substance, and creatures and objects can pass right through it. Each illusory wall can be dispelled with a successful dispel magic (DC 14). The yugoloths
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
peering out from the dark wall above a basin. Also present here is a journal that reveals Neronvainâs relationship to King Melandrach, whom Neronvain refers to frequently as âmy poor father.â The journal
also reveals that the Green Dragon Mask is already at the Well of Dragons, under Severinâs protection and ready to be assembled into the Mask of the Dragon Queen.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statueâs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall hangings depict beautiful men, women, and children singing and playing instruments. A harpsichord with a bench rests in the northwest corner. Near the fireplace is a large standing harp
. Alabaster figurines of well-dressed dancers adorn the mantelpiece. Close inspection of them reveals that several are carvings of well-dressed skeletons.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Whereâs Halaster? This room is empty except for an enormous red velvet curtain that covers the northwest wall. A pull-rope on one side of the curtain allows it to be drawn back. Hanging on the
wall behind the curtain are fifteen paintings, each one 5 feet long and 3 feet tall, arranged in three rows of five. Each painting depicts a graduating class of dour-faced Dweomercore wizards. Most of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
6. The Face of the Great Green Devil The path of red tiles leads south from the fork. If any character comes within 2 feet of the southern wall, read: On the wall before you is a relief sculpture of
on it, and a casting of detect evil and good or a paladinâs 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->Candlekeep Mysteries
hidden stone golem (G) or mummy (M) in stasis. A detect magic spell reveals an aura of conjuration magic emanating from that section of wall. When called for in the text, the golems and mummies phase out of the walls and materialize in the dungeon. Until then, they are hidden and canât be harmed.
area H8, which has a domed ceiling 50 feet high. Light. Unless otherwise noted, all areas are unlit. Golems and Mummies. Each section of wall marked âGâ or âMâ on the map indicates the location of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of pale gray marble stands gouged and cracked against one wall. A successful DC 13 Intelligence (Investigation) check reveals that the damage to this room is relatively recent, and that the creatures that caused it left no tracks of any kind in the layer of dust on the floor.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Alcoves of the Dead Four deep alcoves, each roughly 10 feet wide and 15 feet tall, line the cavern wall south of Wyllowâs tower. Strewn about in them are the skeletal remains of sixty humans clad
in rotting clothes and furs â the remains of Malar worshipers killed by the green dragonâs poison breath. Wyllow dragged the corpses here and left them to rot, as a dire warning to others who would betray her. A search of the bones reveals nothing of value.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K25. Audience Hall Dim light from the courtyard falls into this great hall through the broken glass and iron latticework of a large window in the west wall. This immense room is a place of chilly
wall. Farther south, a single door also leads from the east wall. Staircases at both ends of the north wall lead down. At the far southern end of the hall, a large wooden throne stands atop a marble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
about Undermountain, Savirâs spirit reveals that thereâs an elven tomb nearby with a secret door in the north wall that neither he nor his companions could open. (The spirit is referring to area 26a but doesnât remember how to get there.)
spell on the skeleton reveals that the tiefling, Savir, was a monk who fell prey to a cloaker. Savirâs spirit doesnât know what became of his adventuring companions or the cloaker. If questioned
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
before charging in notices this entrance with a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check. Any exploration of the entrance reveals that it is used by bats but shows
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning âcold.â A detect magic spell reveals an aura of conjuration magic around the rune. The
. The walls rise 10 feet, then angle inward, forming a pyramidal roof with a 40-foot-high apex. Inscribed on the sloped north wall is a 10-foot-tall Dwarvish rune that glows with a faint blue light.
Any
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
before charging in notices this entrance with a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check. Any exploration of the entrance reveals that it is used by bats but shows
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell reveals an aura of divination magic radiating from the wall. Any creature that spends 1 minute touching the wall can cast the scrying spell targeting the ulitharid on level 17
the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Masterâs Guide for more information). 6b. Scrying Chamber The north wall of this chamber hums and glows purple. A
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
who succeeds on a DC 20 Wisdom (Perception) check spots a panel on the east wall that, when pushed, reveals a secret door. A lever on the wall controls the elevatorâs operation. On the wall to the
activated, it takes 2 rounds for the elevator doors to close and 1 minute to reach area 27 or area 32. After 5 minutes in either area, the elevator returns to this room. A secret door is hidden in the eastern wall.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Door and Trap. A secret door in the east wall opens into area 40c. The 10-foot-square space in front of the secret door contains a polymorph trap (see âPolymorph Trapsâ).
A detect magic spell reveals
-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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
above the cauldron.
Illusory Wall. An illusory wall hides area 18. A detect magic spell cast on the wall reveals an aura of illusion magic. The wall has no substance, and creatures and objects can pass
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall is illusory, concealing area 47b beyond. A detect magic spell reveals an illusory wall for what it truly is. It has no substance, and creatures and objects can pass right through it. The illusory
Intelligence (Arcana) check reveals that the glyphs around each door prevent devils from passing through the doorway. Scratching away any of the glyphs breaks the magic on that door, allowing devils
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
reveals that itâs partly ajar and causes it to creak open. Read or paraphrase the following if the characters peer inside: Mirtâs quarters are sumptuously decorated with velvet curtains, gold fittings, and
oak panels. A cauldron-sized fishbowl stands along one wall, filled with squirming octopuses. On the opposite wall, a table bears a topographic map of the Sword Coast. Nearer the door, a walk-in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Portrait. Behind the bottle, hanging on the wall, is a large framed portrait of a wild-haired old man (Halaster) gazing down at the boat with a mad gleam in his eyes.
The longship model is 54 inches long
by 15 inches wide, contained in a corked glass bottle 5 feet long and 1œ feet wide. The bottle rests on its side in a wooden stand and is portable. A detect magic spell reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
16. Secret Door This description assumes an approach from the north. The south side of the secret door is described in area 15. The wall at the end of this corridor has a bas relief sculpture of a
warrior armed with a spear and shield. The shield, which rests on the floor, resembles a sundial, complete with a marker standing out from the wall. Etched on the shieldâs surface are runes in Olman






