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Returning 35 results for 'connected reveals granting to have removed'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Spells
Xanathar's Guide to Everything
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the precariousness of his position. After all, Dispater’s
acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
Magic Items
Strixhaven: A Curriculum of Chaos
cursed creature is incapacitated.
After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar
magic. All cases of the curse end if Murgaxor’s orb is destroyed.
Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
Dooms of the Malpheggi (emerald lizardfolk fang)
1 Lizard King/Queen;lizardfolk queen and 4 lizardfolk
You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
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->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->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
can’t be done until every bit of treasure inside it is removed. Only Strahd can open the two means of entry: a sealed adamantine door set into the base of the tower on the north side, and an adamantine
shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is
. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
components from the Infernal Machine of Lum the Mad. A successful DC 12 Wisdom (Perception) check made to examine the gems reveals that they are connected to the statue with silver wires similar to those seen
a detect magic spell, a character discerns that the gem eyes are a focal point for the magic of the temple, and are magically connected to the various control panels making use of the missing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that piece is removed from the arch, it disappears, and the gate opens for 1 minute. When
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Insight) check reveals that the statues once depicted drow. 29b. Wraith This Way This room is deathly cold and contains the following: Undead. A wraith and three specters haunt the room. They attack all
corpse wears a chain shirt, clutches a shortsword, and packs a hand crossbow with 1d20 bolts. Painting Trap. A detect magic spell reveals an aura of necromancy magic around the painting. If anyone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pool liquid steel. Despite being liquefied, the metal is cool to the touch. A detect magic spell reveals a strong aura of transmutation magic emanating from each pool. No matter how much metal is
removed from a pool, its depth never changes. Metal removed from the pool solidifies instantly, becoming as strong and immutable as wrought iron or cold steel. The metal instantly hardens upon leaving the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
her brothers “boorish and bumbling.” Notably, Annam does not refute her on that point.) Annam’s disappointment in his sons caused him to retreat to a hidden realm within the Outlands, far removed from
a point that concerns more than Diancastra’s cleverness. In granting his daughter’s request for divinity, Annam acknowledges that the same chaotic, changeable potential exists within his sons and
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
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
is his residence. Far removed from their resting places, they have nowhere to go if their physical forms are destroyed. A drow vampire reduced to 72 hit points or fewer attempts to flee rather than
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
juggernaut in area 62. Casting an identify, legend lore, or similar spell on the scepter reveals that its singular purpose is to destroy a construct named after Napaka. If the scepter is removed and not
request, but enough to place her in a special crypt. A detect magic spell or similar effect reveals auras of evocation magic around the golden sun and the bejeweled cockroach (see “Treasure” below
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
invisibility.
Adult Copper Dragon Connections d8 Connected Creatures
1 An adult copper dragon befriended a djinni after granting the genie freedom. Now the two meet yearly to talk and exchange
slay the dragon and plunder the dragon’s hoard.
Connected Creatures Copper dragons are most interested in creatures they find entertaining or amusing, whether for their artistic abilities or
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
reveals that it’s partly ajar and causes it to creak open. Read or paraphrase the following if the characters peer inside: Mirt’s quarters are sumptuously decorated with velvet curtains, gold fittings, and
prone and soaked through by the sudden outflow of water. Topographic Map Close inspection of the map on the table reveals that it is set with tiny figurines representing troops. The figurines magically
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
more than a fireplace with metal racks arranged behind an iron door. The racks can be removed, creating enough space to admit a Medium or smaller creature, but the chimney is too narrow to climb
being that hungers equally for the house’s destruction and living creatures—particularly Small or smaller creatures. The witch makes its influence known through the hearths connected to the chimney
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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 statue’s
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
45. Alchemist’s Laboratory Otto removed anything it considered valuable from this chamber but periodically returns to see if it missed anything. If the faerie dragon hasn’t been encountered and
other refuse.
Treasure The room contains three full sets of alchemist’s supplies, all of which can fit in one backpack. A potion of invisibility in a stoppered glass vial has rolled underneath the northwest corner cabinet and is lodged in the back corner. A detect magic spell reveals its presence.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden in the straw-filled gullet of the southernmost scarecrow. If the treasure is removed from the scarecrow, seven wights erupt from the gardens and attack. They wear tattered livery of Strahd’s house.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
servitude to Zikran. The last ninety pages of the book are blank, and a character who succeeds on a DC 15 Intelligence (Arcana) check can figure out that this volume used to serve as a wizard’s spellbook. At some point, the spells were removed in such a way as to leave the pages blank.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unintelligible symbols. More notable is that the unfortunate guard’s brain has been removed from his shattered skull. The guard was killed by the mind flayer leading the Six operatives (see “Portal 4” and
reveals that the doors are mundane, but that each is magically trapped. A detect magic spell or similar effect reveals an aura of evocation on a door’s latch. If a latch is opened by anyone not wearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
transmutation magic around the helm, which is cursed. Once the helm is donned, it can’t be removed until its wearer dies or until a remove curse spell or similar magic is cast on the helm. Any humanoid
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
after it is removed from Octavian’s body, and an identify spell or similar magic reveals what it does. A creature that eats more than half of the goat’s heart gains the benefit of a potion of
heart. When Octavian regains his true heart, the goat’s heart appears at his feet as a dead, desiccated lump of tissue. A detect magic spell reveals an aura of abjuration magic around the goat’s heart
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell reveals an aura of abjuration magic around the otherwise ordinary shield, inside which is trapped a deva named Aryx. While trapped in the shield, Aryx can’t communicate with anyone. Any ability
that detects the presence of celestials, such as a paladin’s Divine Sense class feature, reveals the presence of such a creature bound within the shield. If a dispel evil and good spell is cast on
Compendium
- Sources->Dungeons & Dragons->Divine Contention
with hands on the pommels of his famous, sheathed scimitars. The statue’s mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a
: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship.
Each 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
be trapped. However, a detect magic spell or similar effect reveals an aura of evocation magic around it. Picking the lock requires a successful DC 22 Dexterity check made using thieves’ tools. This
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the creature is restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with a successful DC 12 Strength (Athletics) check. Ambushers The characters enter
becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons, below a theater in the Castle Ward called the Pink Flumph, and the three keys that are needed to enter it. When the characters are ready to visit the location, proceed with encounter 6, “Theater.”
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
similar effect, the flaw is removed. Casting detect magic in the Bleeding Citadel reveals that the whole structure radiates auras of abjuration and evocation magic. The interior of the citadel is one