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Returning 35 results for 'coming wizard returning'.
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-Niggurath’s space is filled with magical fire it is banished from the world and prevented from returning for 4d10;{"diceNotation":"4d10", "rollType":"roll", "rollAction":"Boundless Horror"} years
civilization. A kingdom ready for the coming invasion stands a chance of defeating the threat. One that perceived the cultists as rabble, bumpkins, or harmless lunatics risks having its cities and towns
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical power the cult and its Red Wizard allies wield—and their dedication to seeing Severin’s plans brought to fruition.
event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or captured, simply replace them with new nonplayer characters here—or assume that they were
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
her from fully returning to the world. She called on the evil dragons who served her, long withdrawn from the world, and began once more to plot the conquest of Krynn. Chromatic dragons, acting on
their god’s orders, stole the eggs of good metallic dragons. The metallic dragons reluctantly pledged to not interfere in the coming war in exchange for the promised safety of their abducted broods. But
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
her from fully returning to the world. She called on the evil dragons who served her, long withdrawn from the world, and began once more to plot the conquest of Krynn. Chromatic dragons, acting on
their god’s orders, stole the eggs of good metallic dragons. The metallic dragons reluctantly pledged to not interfere in the coming war in exchange for the promised safety of their abducted broods. But
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
knowledge One of stars Transmuter A new discovery; the coming of unexpected things; unforeseen consequences and chaos Two of stars Diviner The pursuit of knowledge tempered by wisdom; truth and honesty
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical power the cult and its Red Wizard allies wield—and their dedication to seeing Severin’s plans brought to fruition.
event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or captured, simply replace them with new nonplayer characters here—or assume that they were
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
knowledge One of stars Transmuter A new discovery; the coming of unexpected things; unforeseen consequences and chaos Two of stars Diviner The pursuit of knowledge tempered by wisdom; truth and honesty
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
area below with debris and leaving a jagged hole through which the room above is visible.
The wizard who built the manse had four apprentices. When it became clear that the wizard wasn’t coming
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
flowers
Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their
abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
flowers
Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, they wear no armor and typically eschew weapons. Yet they are deadly combatants, their
abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace this seeming contradiction, for it speaks to the core of all monastic study. By coming to know oneself
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
area below with debris and leaving a jagged hole through which the room above is visible.
The wizard who built the manse had four apprentices. When it became clear that the wizard wasn’t coming
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
use their powers of mimicry to frighten strangers. They can also throw their voices to make it seem like the sounds are coming from other parts of the chalet. If you’re not sure how to handle this
, you can roll a d6 and consult the Wereraven Mimicry table to determine what sound the characters hear and where it seems to be coming from. Use this table as often as you like. Chalet Brantifax
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a wizard’s cap. It taps the podium with a brass wand to get your attention. “Well met!” it says in Common. “I am the Math Wizard, Captain of Calculus, Admiral of Abaci, Unifier of Units! Welcome to
. The self-proclaimed Math Wizard is a friendly duodrone. The Math Wizard speaks both Common and Modron. The ten monodrones speak Modron only and are indifferent toward passengers. Each one holds a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
use their powers of mimicry to frighten strangers. They can also throw their voices to make it seem like the sounds are coming from other parts of the chalet. If you’re not sure how to handle this
, you can roll a d6 and consult the Wereraven Mimicry table to determine what sound the characters hear and where it seems to be coming from. Use this table as often as you like. Chalet Brantifax
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a wizard’s cap. It taps the podium with a brass wand to get your attention. “Well met!” it says in Common. “I am the Math Wizard, Captain of Calculus, Admiral of Abaci, Unifier of Units! Welcome to
. The self-proclaimed Math Wizard is a friendly duodrone. The Math Wizard speaks both Common and Modron. The ten monodrones speak Modron only and are indifferent toward passengers. Each one holds a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
appendix B). The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
. “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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
. “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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
appendix B). The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
warriors The warriors remain here until Hydia Moonmusk (area 3) gathers them or until they hear a disturbance coming from an adjoining area. area 15B 10 tribal warriors Same as area 15A. area 15C 3
either a cave bear (polar bear) or a giant goat 66–70 1 stone giant shepherding 2d6 mountain goats 71–75 2d6 Blue Bear tribal warriors returning from an unsuccessful hunt 76–80 2d6 Blue Bear tribal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
warriors The warriors remain here until Hydia Moonmusk (area 3) gathers them or until they hear a disturbance coming from an adjoining area. area 15B 10 tribal warriors Same as area 15A. area 15C 3
either a cave bear (polar bear) or a giant goat 66–70 1 stone giant shepherding 2d6 mountain goats 71–75 2d6 Blue Bear tribal warriors returning from an unsuccessful hunt 76–80 2d6 Blue Bear tribal
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
these sorts of side goals can provide concrete benefits. A wizard who has access to the library may be able to swap one of their known spells at start of each session. As a simple reward, a character
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
these sorts of side goals can provide concrete benefits. A wizard who has access to the library may be able to swap one of their known spells at start of each session. As a simple reward, a character
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Safe by Day Once the undead are dealt with, the coming of the dawn’s first light means that the characters can finally rest with no fear of another assault. Raserhill’s ferry returns about an hour
of Archais, Firewatch Island’s wizard. Virgil survived the slaughter of the garrison ten years before and has lived on the island ever since, nesting in the wizard’s tower room. It has avoided the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Safe by Day Once the undead are dealt with, the coming of the dawn’s first light means that the characters can finally rest with no fear of another assault. Raserhill’s ferry returns about an hour
of Archais, Firewatch Island’s wizard. Virgil survived the slaughter of the garrison ten years before and has lived on the island ever since, nesting in the wizard’s tower room. It has avoided the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
swallowed a gemstone called the Eye of the Spider. If the characters pierce the skin clinging to his bones and root through his chest cavity, they find the stone in what was once his stomach. Returning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
love with Yinark, a wizard in league with Halaster, and returned with him to Undermountain. Her happiness faded quickly when the dungeon proved to be a far cry from the woods she called home. Determined
returning to the surface, Wyllow grew positively despondent. The relationship soured and turned violent. A volley of spells on both sides resulted in Yinark’s death. After Wyllow’s fury abated, all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Instead, she presents an alternative plan for sending the characters to the Nine Hells: “A wizard named Traxigor lives in a tower twenty miles from here. I’ve loaned him a spellbook or two, so he owes
, choosing to remain at Candlekeep for a few days before returning to Baldur’s Gate. Characters can use Candlekeep’s library to learn more about the Nine Hells. Chapter 2 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
love with Yinark, a wizard in league with Halaster, and returned with him to Undermountain. Her happiness faded quickly when the dungeon proved to be a far cry from the woods she called home. Determined
returning to the surface, Wyllow grew positively despondent. The relationship soured and turned violent. A volley of spells on both sides resulted in Yinark’s death. After Wyllow’s fury abated, all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
swallowed a gemstone called the Eye of the Spider. If the characters pierce the skin clinging to his bones and root through his chest cavity, they find the stone in what was once his stomach. Returning
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Instead, she presents an alternative plan for sending the characters to the Nine Hells: “A wizard named Traxigor lives in a tower twenty miles from here. I’ve loaned him a spellbook or two, so he owes
, choosing to remain at Candlekeep for a few days before returning to Baldur’s Gate. Characters can use Candlekeep’s library to learn more about the Nine Hells. Chapter 2 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
process of returning a brain to a new body might require knowledge available only from Kwalish. In this scenario, one or more brains will secure a promise from the characters to return with this
is slain — or if the characters killed it before coming to the monastery — any ability checks made to deal with the brains are made with advantage.