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Returning 35 results for 'contained wall reveals'.
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Magic Items
Dungeon Master’s 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 they’re 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.
Magic Items
Dungeon Master’s Guide
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
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
ties), an elder brain can take one of the following lair actions; the elder brain can’t take the same lair action two rounds in a row:
Force Wall. The elder brain casts wall of force.
Psionic
Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
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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 Master’s 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
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
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
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
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
by 15 inches wide, contained in a corked glass bottle 5 feet long and 1½ feet wide. The bottle rests on its side in a wooden stand and is portable. A detect magic spell reveals an aura of
.
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
21. Secret Stairs A narrow spiral staircase made of creaky wood is contained within a 5-foot-wide shaft of mortared stone that starts in the attic and descends 50 feet to the dungeon level, passing
reveals them, which can happen in one of two ways: The characters find Strahd’s letter in the secret room behind the library (area 9). The characters find the replica secret door in the attic of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Vizeran’s Secret Route Grin Ousstyl shows the characters a secret door in the cavern wall outside of Vizeran’s tower. Beyond this door is a long and winding tunnel that took Vizeran centuries to
private thoughts and concerns. If the characters read Grin’s thoughts or compel him to speak using magic or torture, Grin reveals that he has misgivings about Vizeran’s plan. Though he has no
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 “Polymorph Traps”).
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
holes in the basin’s rim prevent overflow. Treasure A detect magic spell cast on the fountain reveals an aura of conjuration around the aboleth statue, contained within which is the source of the water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s Tower Encounters in Halaster’s tower (areas 22 through 36) are keyed to map 23. The tower is contained in a demiplane that exists outside Undermountain, yet all the normal restrictions to
magic apply (see “Alterations to Magic”). A portal connects areas 23 and 26, allowing passage to and from the tower. Ceilings in the tower are 20 feet high and flat. All interior spaces are lit by continual flame spells cast on gaudy iron wall sconces.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
2: Pool A young aboleth named Th’kogga is contained in the 80-foot-deep pool of water here. Aware of the room’s controls but unsure how they operate, Th’kogga attempts to charm any creature that
comes within 30 feet of the pool, then urges that thrall to help it escape. An invisible seal, like that created by the Wall of Force spell, covers the pool. A detention drone or a creature with a blue or
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. Glassblower’s 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 Neronvain’s relationship to King Melandrach, whom Neronvain refers to frequently as “my poor father.” The
journal also reveals that the Green Dragon Mask is already at the Well of Dragons, under Severin’s 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 Neronvain’s relationship to King Melandrach, whom Neronvain refers to frequently as “my poor father.” The journal
also reveals that the Green Dragon Mask is already at the Well of Dragons, under Severin’s protection and ready to be assembled into the Mask of the Dragon Queen.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fills this dark cave, and various oozes slither across the walls and floor. Some sort of fungal wall or partition once divided the cave, but that barrier has been destroyed. Beyond it lies more
wreckage and debris scoured clean by the oozes.
This area once contained a stockade fashioned from zurkhwood and trillimac fungi. Here, the deep gnomes kept their deep rothé (Underdark cattle). The place
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 statue’s
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. Where’s 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->Waterdeep: Dungeon of the Mad Mage
the south wall requires a blood sacrifice to open (see below).
The altar refuses to budge. A detect magic spell reveals an aura of transmutation magic around and above it. Any object weighing 10
features: Green Slime. Each 10-foot-wide, 15-foot-high section of vertical wall is covered with six 5-foot-square patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide
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 paladin’s 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 can’t 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 “G” or “M” 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 Wyllow’s tower. Strewn about in them are the skeletal remains of sixty humans clad
in rotting clothes and furs — the remains of Malar worshipers killed by the green dragon’s 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, Savir’s spirit reveals that there’s 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 doesn’t remember how to get there.)
spell on the skeleton reveals that the tiefling, Savir, was a monk who fell prey to a cloaker. Savir’s spirit doesn’t know what became of his adventuring companions or the cloaker. If questioned
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a
prophecies of an ancient sage named Alaundo the Seer. Those compiled divinations make up a tiny fraction of the accumulated knowledge and secrets contained in the library’s vast collection. Not all






