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Returning 5 results for 'contains counteract'.
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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Realms, including a Netherese demilich. It also contains a mythallar (described in appendix D), a magic item that can raise an entire city into the air and alter the weather in a fifty-mile
radius. The characters can use this device to counteract Auril’s spell and free Icewind Dale from her Everlasting Rime. Chardalyn
More than a hundred years prior to this adventure, a wizard named Akar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
10 feet off the floor. A successful dispel magic (DC 18) ends the effect, causing creatures and objects on the ceiling to fall if there’s nothing to counteract the effect of normal gravity on them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, drink, sleep, or breathe. The character’s hit point maximum is reduced by 1d4 at dawn each day, representing the physical decay of the body. No spell or effect can halt or counteract this decay. If the
tunnel leads from the hole to a cramped, completely flooded chamber. In the chamber is a tied sack made from human skin. It contains six onyx gemstones (50 gp each), a spell scroll of comprehend languages
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reveals that each one contains what appears to be a 10-foot cube of ice. One of the cubes has a humanoid skeleton—the remains of High Evoker Zadulus—suspended inside it. These blocks of ice are, in
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
be deactivated to render the recharging station inert. If one wall is deactivated, any of the replica modrons within 5 feet of the wall can use an action to counteract the sabotage. It takes three
50 gp. Secret Door. A 15-foot-wide secret door is hidden in the wall farthest from the entrance, and contains five concealed slots for charged disks. If the modrons finish repairing the recharging






