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Returning 35 results for 'contains warding regaining'.
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Magic Items
Tasha’s Cauldron of Everything
arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil and good
Monsters
Quests from the Infinite Staircase
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cover and contains the spells Melissara has prepared, plus arcane lock and glyph of warding. Desk The desk holds an orderly stack of notes. Half of the notes detail meticulous magical experiments and
by Melissara. Inside is a small black journal. The first page of the book is trapped with a glyph of warding spell, whose explosive runes deal fire damage (save DC 15). The glyph is keyed to go off if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cover and contains the spells Melissara has prepared, plus arcane lock and glyph of warding. Desk The desk holds an orderly stack of notes. Half of the notes detail meticulous magical experiments and
by Melissara. Inside is a small black journal. The first page of the book is trapped with a glyph of warding spell, whose explosive runes deal fire damage (save DC 15). The glyph is keyed to go off if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
trapped with a glyph of warding spell. Maddgoth took the key with him, and opening the door by any means other than using the proper key triggers the spell. Picking the lock requires thieves’ tools and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can touch the book’s cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of
warding, Mordenkainen’s private sanctum, protection from evil, and symbol. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can touch the book’s cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of
warding, Mordenkainen’s private sanctum, protection from evil, and symbol. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
trapped with a glyph of warding spell. Maddgoth took the key with him, and opening the door by any means other than using the proper key triggers the spell. Picking the lock requires thieves’ tools and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
triggers a glyph of warding spell, which targets all creatures in a 20-foot-radius sphere centered on the door. The sphere spreads around corners. Each creature in the area must make a DC 24 Dexterity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
triggers a glyph of warding spell, which targets all creatures in a 20-foot-radius sphere centered on the door. The sphere spreads around corners. Each creature in the area must make a DC 24 Dexterity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
Strength (Athletics) check.
Desk. A beautiful rolltop desk contains quill pens, jars of ink, blank scrolls, notes, notebooks, and 1d6 empty copper scroll canisters designed to fit inside the pneumatic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
Strength (Athletics) check.
Desk. A beautiful rolltop desk contains quill pens, jars of ink, blank scrolls, notes, notebooks, and 1d6 empty copper scroll canisters designed to fit inside the pneumatic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-covered spellbook contains all the spells he has prepared plus the following: confusion, counterspell, fabricate, feather fall, glyph of warding, magic weapon, seeming, and water breathing. If his
attempt to copy Wormriddle’s spell scroll was successful, Elan’s book also contains legend lore. 13b. Arch Gate to Level 6 Arch. Embedded in the south wall is a stone arch bearing images of beholders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
covered in quills, ink jars, and books. A folding cot rests near the back wall. Treasure. Amid the clutter on the desk, characters can find Karstis’s spellbook. The book is bound in human flesh and contains all the spells Karstis has prepared, plus animate dead and glyph of warding.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
covered in quills, ink jars, and books. A folding cot rests near the back wall. Treasure. Amid the clutter on the desk, characters can find Karstis’s spellbook. The book is bound in human flesh and contains all the spells Karstis has prepared, plus animate dead and glyph of warding.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
minute. The writing on the papers and books in the room has become illegible, and the paper is so brittle from the fire elementals’ heat that it crumbles at a touch. Treasure The chest contains three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-covered spellbook contains all the spells he has prepared plus the following: confusion, counterspell, fabricate, feather fall, glyph of warding, magic weapon, seeming, and water breathing. If his
attempt to copy Wormriddle’s spell scroll was successful, Elan’s book also contains legend lore. 13b. Arch Gate to Level 6 Arch. Embedded in the south wall is a stone arch bearing images of beholders
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
minute. The writing on the papers and books in the room has become illegible, and the paper is so brittle from the fire elementals’ heat that it crumbles at a touch. Treasure The chest contains three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter unmolested, and says to Renaer in passing, “Your mother was a lovely person.” Glyph of Warding A glyph of warding spell has been cast on the first step leading down to the underground level
level. This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter unmolested, and says to Renaer in passing, “Your mother was a lovely person.” Glyph of Warding A glyph of warding spell has been cast on the first step leading down to the underground level
level. This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers
after 1 minute. The writing on the papers and books in the room has become illegible, and the paper is so brittle from the fire elementals’ heat that it crumbles at a touch. Treasure The chest contains
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers
after 1 minute. The writing on the papers and books in the room has become illegible, and the paper is so brittle from the fire elementals’ heat that it crumbles at a touch. Treasure The chest contains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) lives here. Her ramshackle home contains an unmade bed, an alchemist’s laboratory, a small stove, a coat rack, a table, a stool, a stuffed chair in poor condition, a wash basin, and a locked wooden
sea chest with a glyph of warding spell cast on it. Grinda carries the key, and the glyph triggers an explosive runes effect (see the spell description in the Player’s Handbook) if anyone other than
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
15. Cleric’s Chambers The Typhoon Palace’s resident cleric of Umberlee claimed these rooms for herself. The double door to this suite has a glyph of warding spell inscribed above it that triggers
bed’s wooden frame is carved to resemble surging waves. Set into the north wall are two doors. Dust covers everything.
The bedchamber contains nothing of value. The doors to the north lead to smaller
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
15. Cleric’s Chambers The Typhoon Palace’s resident cleric of Umberlee claimed these rooms for herself. The double door to this suite has a glyph of warding spell inscribed above it that triggers
bed’s wooden frame is carved to resemble surging waves. Set into the north wall are two doors. Dust covers everything.
The bedchamber contains nothing of value. The doors to the north lead to smaller
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) lives here. Her ramshackle home contains an unmade bed, an alchemist’s laboratory, a small stove, a coat rack, a table, a stool, a stuffed chair in poor condition, a wash basin, and a locked wooden
sea chest with a glyph of warding spell cast on it. Grinda carries the key, and the glyph triggers an explosive runes effect (see the spell description in the Player’s Handbook) if anyone other than
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
well, which is 30 feet deep, contains a Gulthias tree, the roots of which extend deep underground. With little room to spread out, the tree has grown into a malformed column of twisted wood with narrow
, or defenses. Like an ordinary tree, it’s immobile. Unless it’s completely uprooted, however, it regrows from its roots even if it’s reduced to 0 hit points, regaining 1 hit point every 24 hours. On
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
well, which is 30 feet deep, contains a Gulthias tree, the roots of which extend deep underground. With little room to spread out, the tree has grown into a malformed column of twisted wood with narrow
, or defenses. Like an ordinary tree, it’s immobile. Unless it’s completely uprooted, however, it regrows from its roots even if it’s reduced to 0 hit points, regaining 1 hit point every 24 hours. On
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise foes.
Druid. Channel nature magic to heal, shape-shift, and control the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
nearby corner.
Merle, the cook, claims the lower bunk as his. Vordell, the housekeeper, sleeps in the bunk above him. Treasure. Each servant has a footlocker that contains personal effects and earnings
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
nearby corner.
Merle, the cook, claims the lower bunk as his. Vordell, the housekeeper, sleeps in the bunk above him. Treasure. Each servant has a footlocker that contains personal effects and earnings
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chapter 3: Character Classes (Continued) Character class provides a character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized
. Then harness the...
Life Domain to be a master of healing.
Light Domain to wield searing, warding light.
Trickery Domain to bedevil foes with mischief.
War Domain to inspire valor and chastise
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
there, and wounded monsters might flee to a shrine to seek healing. Vaults A vault contains treasure and is usually sealed behind a locked or secret door. Many vaults are further protected by magic
areas tend to contain valuable equipment, their doors are often locked and sometimes even warded by Glyph of Warding spells and similar effects.