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Returning 27 results for 'contact warding rites'.
Other Suggestions:
contact wearing runes
constant warding rules
contact wearing rite
contact wearing rings
conduct warning rites
Monsters
Mordenkainen Presents: Monsters of the Multiverse
âs goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evilâs realm.
An entity that
even a momentâs contact is enough to break a mortalâs mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Backgrounds
Guildmastersâ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Backgrounds
Guildmastersâ Guide to Ravnica
;elemental weapon, glyph of warding
4th
conjure minor elementals, divination, Otilukeâs resilient sphere
5th
animate objects, conjure elemental
Your spells
.
Izzet Contacts
d8
Contact
1
An older relative is a member of the guildâs board of directors.
2
I know a sprite who carries important messages among the guildâs
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isnât entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isnât entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Chute opens in floor 15â16 Clanging noise attracts nearby monsters 17â19 Touching an object triggers a disintegrate spell 20â23 Door or other object is coated with contact poison 24â27 Fire shoots out
, or sleep-inducing 37â39 Floor tiles are electrified 40â43 Glyph of warding 44â46 Huge wheeled statue rolls down corridor 47â49 Lightning bolt shoots from wall or object 50â52 Locked room floods with
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
symbol or druidic focus, even if it isnât needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesnât already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
share this room. Spite has taken the precaution of casting a glyph of warding spell on the door frame, set to trigger if anyone other than he or Dumara crosses the threshold. The glyph canât be seen from
spells Spite has prepared, plus the following spells: arcane lock, Bigbyâs hand, disintegrate, forcecage, gaseous form, glyph of warding, Leomundâs secret chest, maze, Melfâs acid arrow, Mordenkainenâs
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
or spell made first contact with the dome, this hole remains open for 1 minute. A character can try to manipulate the domeâs arcane harmonics by using an action to make a DC 15 Intelligence (Arcana
N6.) Have you seen Murgaxor recently? âWhen last we saw him, he was scribing magical glyphs in the ruins.â (The wights are referring to the glyphs of warding in area N6.) Why are you on Murgaxorâs
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
glyph of warding holding a passwall spell is inscribed on the floor in front of the door. Characters can spot the glyph with a successful DC 15 Intelligence (Investigation) check. If someone opens the
knowledge she gleans from unholy rites. If TeocĂn is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notesâdozens of filthy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Transmutation C Glyph of Warding Abjuration M Haste Transmutation C Hypnotic Pattern Illusion C Lightning Bolt Evocation â Magic Circle Abjuration M Major Image Illusion C Nondetection Abjuration M Phantom
Elemental Conjuration C Contact Other Plane Divination R Creation Illusion â Dominate Person Enchantment C Dream Illusion â Geas Enchantment â Hold Monster Enchantment C Legend Lore Divination M Mislead
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Divination C, M Counterspell Abjuration â Dispel Magic Abjuration â Fear Illusion C Feign Death Necromancy R Fireball Evocation â Fly Transmutation C Gaseous Form Transmutation C Glyph of Warding
of Power Abjuration C Cloudkill Conjuration C Cone of Cold Evocation â Conjure Elemental Conjuration C Contact Other Plane Divination R Creation Illusion â Dominate Person Enchantment C Dream Illusion
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
warding glyphs that discharge lightning. If the check fails, the character discerns the false runes but doesnât notice the glyphs. The trap activates 3 rounds after a creature enters the room. (Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
floor in the south. On the eastern wall is a contact stone.
Creatures. Ihanvas, the spirit naga overseer of this zone, is eating a prisoner. The naga attacks any intruders. Ten commoners also linger in
enormous globes of blue liquid are suspended in the air to the east.
West of the pool, just south of a set of double doors, is a contact stone.
Creatures. Eight ghouls here float like corpses in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Detour to Neverwinter Before the characters leave for the lighthouse, or while they are on the High Road traveling toward Neverwinter, Omin Dran makes contact with a âsmall favor.â Neverwinter is
you to do a little extra work for me. It shouldnât be too taxing. I have a contact in Neverwinter whoâs secured a cache of treasure. Her name is Oppal DeScart, and you can usually find her in a tavern
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
550 pounds. When opened, the sarcophagus vents a blast of stale air and triggers its second magical warding. Each creature within 5 feet of the sarcophagus that is not a construct or an undead must
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
thoughts, hold person, invisibility, knock, Nystulâs magic aura, warp sense* 75 gp Dispel magic, fly, glyph of warding, magic circle, sending, tongues 150 gp Dimension door, fabricate, gate seal,* locate
creature 300 gp Contact other plane, legend lore, planar binding, Raryâs telepathic bond 750 gp Shattered Temple A nameless street leads through a razed district to the Shattered Temple, headquarters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites
when contact with spirits occurs. The White Hands. Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
. Sometimes a mystery cult is a type of worship within a pantheon. It acknowledges the myths and rituals of the pantheon, but presents its own myths and rites as primary. For instance, a secretive order of
substance.
Vestiges are deities who have lost nearly all their worshipers and are considered dead, from a mortal perspective. Esoteric rituals can sometimes contact these beings and draw on their latent
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
door, and glyph of warding. The other books in Edinoâs collection arenât valuable and cover such topics as geology, gemology, and mining. X11: Mess Hall Loud voices and laughter can be heard through the
), and Rilago knows how to release them: each oztocanite fragment must be brought in physical contact with the giantâs petrified remains (in area X4). Physical contact with Xeluan reduces each oztocanite
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the map) screen the temple area from discovery. Making physical contact with these images reveals their illusory nature. Someone who examines either image without touching it can determine that it is
touched the creature who comes into contact with it must succeed on a DC 15 Wisdom saving throw or be affected as if by a fear spell with the pillar as the object of its fear. Passing between two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enough. She uses a sending spell to contact Manshoon as soon as the characters arrive. Manshoon sends his simulacrum (see appendix B) to unlock the door to area E2 and greet the new arrivals. It takes 1
, geas, gentle repose, glyph of warding, hold monster, major image, mass suggestion, phantom steed, protection from evil and good, scrying, symbol, telekinesis, teleport, teleportation circle, Tenserâs
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
techniquesâfrom alchemical brews to elaborate ritesâto help spark the first flickering awareness of a dragonâs echoes on other worlds. They freely perform these techniques on any dragons who yearn for
heart of Sardior and a key to the Ruby Dragonâs return.
4 A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragonâs echo
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a momentâs contact is enough to break a mortalâs mind. Yet beings do exist that are native to
energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evilâs realm. An entity that appears as a star spawn seer in the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
any creature within 10 feet of its surface, or an Engulf attack against any creature in contact with its surface. Alternatively, it can replace any of its pseudopod attacks with attempts to shove a
creature within 5 feet of its surface into contact with its surface. See âShoving a Creatureâ under âMelee Attacksâ in chapter 9 of the Playerâs Handbook. To guard the entrance to Kwalishâs lab, a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
warning the first time anyone makes unapproved contact with a prisoner, and they turn hostile after a second instance, attempting to subdue and capture the offender. Most of the prisoners are too fearful
doorway is opened. The key to opening the door is the gemstone set in the wall carving. The gem is trapped with a 6th-level glyph of warding spell. The glyph casts disintegrate on any creature that






