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                        Returning 35 results for 'contest and spell'.
                    
                
                        
                            
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                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.Multiattack. The broom makes two melee
                                                
                                            
                                                
                                                     contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.Animated objects
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): mage hand
                                                
                                            
                                                
                                                     Charisma checks made as part of a contest with Brahma.Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , the creature takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 12):
At will: mage hand (the hand is invisible), minor illusionEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster
                                                
                                            
                                                
                                                     command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: mage hand (the
                                                
                                            
                                                
                                                    . There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components
                                                
                                            
                                                
                                                     and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    -foot-diameter tunnel in its wake.
Warp Perception (1/Day). The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.Multiattack. The dragon
                                                
                                            
                                                
                                                     takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
                                                
                                            
                                        
                                                    Intellect Devourer
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     Intelligence.
Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good. If it wins
                                                
                                            
                                                
                                                     the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the
                                                
                                            
                                        
                                                    Sword of Kas
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
                                                
                                            
                                                
                                                     dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
Random Properties. The Sword of Kas
                                                
                                            
                                        
                                                    Telekinesis
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
                                                
                                            
                                                
                                                    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object
                                                
                                            
                                        
                                                    Sphere of Annihilation
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest
                                                
                                            
                                                
                                                     gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
                                                
                                            
                                                
                                                    . You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
                                                
                                            
                                                
                                                    . You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    ) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and
                                                
                                            
                                                
                                                     or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     
 Dexterity Catch the Dragon by the Tail 
 Wisdom Gnome Poetry Contest 
 Charisma Goblin Wrestling 
 Strength Guess the Number of Feathers 
 Intelligence Outstare the Cyclops 
 Constitution  If a
                                                
                                            
                                                
                                                     paint. As an action, you can apply the face paint to yourself or another creature. The recipient gains the benefit of a disguise self spell that lasts for 1 hour or until the recipient chooses to end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
                                                
                                            
                                                
                                                     dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.  Sword of Kas Random Properties. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     spell.
 Actions
 Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
                                                
                                            
                                                
                                                     regains at least one point of Intelligence.
 Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     objects spell description in the Player’s Handbook). As an action, the animated wand can expend 1 of its charges and target a random creature with one of its randomly determined effects. Any such effect
                                                
                                            
                                                
                                                     that would target the wand’s user targets the wand instead. If reduced to 0 hit points, the wand crumbles into dust and is destroyed. A dispel evil and good spell cast on the wand rids it of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , is joined by three creatures that are beneficiaries of the druid’s awaken spell. These awakened beasts and plants serve as the druid’s companions and spies, and they share the druid’s evil
                                                
                                            
                                                
                                                     might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    .
 Spellcasting. Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:
 Cantrips (at will
                                                
                                            
                                                
                                                     effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     of Nylea’s favor. 
   2  You healed an injured wolf, which then revealed itself to be Nylea in disguise. 
   3  You won an archery contest with a truly stunning shot, but afterward chastised
                                                
                                            
                                                
                                                     way through acts such as these: Healing a sick or injured wild animal Stopping those who hunt for sport or profit Proving your worth in a contest of archery Slaying an aberration, a fiend, or an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     spell, then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
                                                
                                            
                                                
                                                     characters attempt to leave the area without winning the contest, both paths curve away and bring them back here after a short walk. If the characters leave any marks, items, or companions behind in this area, all the same conditions apply here as in area 1.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     search of any lost lore that could help to turn a soul to Dispater’s service. Such a secret could be a lost spell sought by a mighty archmage, who pledges fealty to Dispater in return for the
                                                
                                            
                                                
                                                     spell that could incinerate a legion of warriors, but the promise of knowing which crops will sell best over the coming years might persuade him to enter into an infernal compact. To Dispater, all of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . If the characters confront her, the old bat spits at them and begins casting a spell. This encounter happens only once. If this result comes up again, treat it as no encounter. Black Cat The darkness
                                                
                                            
                                                
                                                     contest, the character sees the claw enter the backpack. If the claw wins the contest, it waits until the character takes a long rest before scuttling out to attack. Crawling Strahd Zombie You hear the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like
                                                
                                            
                                                
                                                    1. Entry Hall These rooms form the entrance to what was once a lavish underground mansion. 1a. Left Hand of Manshoon Alarm. An alarm spell has been cast on the 20-foot-square area marked on map 9. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     dragged or carried—it must fly at least part of the distance. The characters can beat this challenge in several ways. The most straightforward solution is to reduce the boulder with an enlarge/reduce spell
                                                
                                            
                                                
                                                    , then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     character who wins the contest can board the ship without raising suspicion. If Storn wins the contest, he views the character as suspicious and demands an explanation for the individual’s presence. Storn
                                                
                                            
                                                
                                                     isn’t really interested in the answer; he’s looking to see how the character reacts. A character who reacts in a nonthreatening manner can repeat the check. If the character wins the contest, Storn’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Arena  (YEONG-HAO HAN) Across Theros, contest grounds host athletic competitions and often serve as places to worship the god Iroas. The grandest hippodrome in Akros holds thousands of spectators
                                                
                                            
                                                
                                                     themselves, causing dangerous accidents during competitions. 
   7  An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests. 
   8  A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , demonstrating your courage and your respect for this sacred creature. 
   4  You proved your mettle in a dramatic contest of strength, charisma, or a similar quality. 
   5  Calling on Heliod to witness you
                                                
                                            
                                                
                                                     material components. Heliod’s blessing manifests as a nimbus around the affected creatures, causing them to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     a drinking contest in this area and are so inebriated that they are considered poisoned (see appendix A in the Player’s Handbook). Despite their present condition, they are spoiling for a fight and
                                                
                                            
                                                
                                                     two rooms is lit by a continual flame spell cast on a sconce and contains four hammocks. Each hammock is suspended between a hook on a central pillar and another hook on one of the surrounding walls. 2C
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Lord Roaringhorn is accompanied by a shield guardian and holds its control amulet. The shield guardian currently has a lightning bolt spell stored within it. A character can gain use of the shield
                                                
                                            
                                                
                                                     contest. Zelraun’s experience gives him a +9 modifier to his Intelligence checks. Zelraun loans the shield guardian and its control amulet to the first character to beat him at the game. If Zelraun proves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     and turns a near miss into a hit, but she then drops the sword. A character narrowly escapes the full brunt of a Fireball spell but has the Prone condition. A character fails to intimidate a kobold
                                                
                                            
                                                
                                                     archery contest, you might decide that the more an attack roll exceeds the target’s AC, the higher the character’s score. The archery target might have AC 11, but it has five concentric rings indicating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     dramatically (and perhaps violently) worthy in a contest of strength, a feat of endurance, or a similar accomplishment. 
   5  You called on Mogis’s power to settle old scores by becoming an
                                                
                                            
                                                
                                                     it to shed dim light in a 5-foot radius until the spell ends. You can cast the spell in this way a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses
                                                
                                            
                                        





