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Returning 35 results for 'console removed globe to have requires'.
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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
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Magic Items
Wayfinder's Guide to Eberron
A wand sheath clamps onto your arm and imparts the following benefits:
The wand sheath can't be removed from you while you’re attuned to it.
You can insert a wand into the sheath as an
hand remains free.
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to
Magic Items
Eberron: Rising from the Last War
armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
);{"diceNotation":"2d6","rollType":"roll","rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with a successful DC 20 Strength (Athletics) check. A character can also use Thieves' Tools or Tinker's Tools to detach the rod from the console or reattach it, which requires 1 minute and no ability check. Without the rod in place, the flying saucer does not function.
magic opens the dome, as does a successful DC 15 Dexterity check made by a character using thieves’ tools. The dome covers a cockpit that contains a padded leather seat and a slanted metal console
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-fifth master switch opens or closes all the gates at once. Flipping one or more switches on the console requires an action. Light Control. A brass dial on the console controls the light level in area
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with a successful DC 20 Strength (Athletics) check. A character can also use Thieves' Tools or Tinker's Tools to detach the rod from the console or reattach it, which requires 1 minute and no ability check. Without the rod in place, the flying saucer does not function.
magic opens the dome, as does a successful DC 15 Dexterity check made by a character using thieves’ tools. The dome covers a cockpit that contains a padded leather seat and a slanted metal console
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
brass posts to form a railing around the balcony.Against the southwest wall sits a humming metal console with several switches and a flashing red bulb on its slanted top. Mounted on the wall above it is
an oval plate of dark glass. A blocky creature clutches a small ceramic card in one of its mechanical hands as it waits nervously by the console.
The creature next to the console, a Modron Duodrone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
70. Armillary Sphere This chamber contains a bronze apparatus centered on a hinged arm. Slowly rotating within the arm is a 10-foot-diameter globe decorated by a topographic map of landforms and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
70. Armillary Sphere This chamber contains a bronze apparatus centered on a hinged arm. Slowly rotating within the arm is a 10-foot-diameter globe decorated by a topographic map of landforms and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
brass posts to form a railing around the balcony.Against the southwest wall sits a humming metal console with several switches and a flashing red bulb on its slanted top. Mounted on the wall above it is
an oval plate of dark glass. A blocky creature clutches a small ceramic card in one of its mechanical hands as it waits nervously by the console.
The creature next to the console, a Modron Duodrone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-fifth master switch opens or closes all the gates at once. Flipping one or more switches on the console requires an action. Light Control. A brass dial on the console controls the light level in area
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
containers are suspended over the warehouse floor by chains, which run up and through a winch before descending to a mechanical control console atop the catwalk. Two doors near the console lead to other
more iron and silver scrap. A console on the catwalk controls both containers. A creature adjacent to the console can spend an action to throw a lever and tip either of the containers. If a container is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wave Weapon (Trident), Artifact (Requires Attunement) Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures. You gain a +3 bonus to attack
has a Swim Speed. Globe of Invulnerability. While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wave Weapon (Trident), Artifact (Requires Attunement) Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures. You gain a +3 bonus to attack
has a Swim Speed. Globe of Invulnerability. While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
containers are suspended over the warehouse floor by chains, which run up and through a winch before descending to a mechanical control console atop the catwalk. Two doors near the console lead to other
more iron and silver scrap. A console on the catwalk controls both containers. A creature adjacent to the console can spend an action to throw a lever and tip either of the containers. If a container is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Invisibility Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Invisibility Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain
invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain
invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Living Gloves Wondrous item, uncommon (requires attunement) These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the
bonus to the check, instead of your normal proficiency bonus. Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them