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Returning 35 results for 'contingent wizard returning'.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mission Gone Wrong? Lacking any evidence to the contrary, the people of Saltmarsh initially hail the returning characters as heroes for weakening or eliminating the (supposed) threat posed by the
the meantime, while the characters are recuperating, a contingent of merfolk arrives in Saltmarsh and asks for a meeting with the council. During that session, they relate that they have just come from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mission Gone Wrong? Lacking any evidence to the contrary, the people of Saltmarsh initially hail the returning characters as heroes for weakening or eliminating the (supposed) threat posed by the
the meantime, while the characters are recuperating, a contingent of merfolk arrives in Saltmarsh and asks for a meeting with the council. During that session, they relate that they have just come from
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kansaldi Fire-Eyes Dragon Highmaster Kansaldi Fire-Eyes leads a massive contingent of the Red Dragon Army. Following orders from her master, Dragon Highlord Verminaard, Kansaldi seeks to conquer
Kalaman in the Dragon Queen’s name. To aid in this mission, Kansaldi has ordered the black-robed wizard Lohezet to follow his research to a ruin in the Northern Wastes, where he believes a great weapon
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kansaldi Fire-Eyes Dragon Highmaster Kansaldi Fire-Eyes leads a massive contingent of the Red Dragon Army. Following orders from her master, Dragon Highlord Verminaard, Kansaldi seeks to conquer
Kalaman in the Dragon Queen’s name. To aid in this mission, Kansaldi has ordered the black-robed wizard Lohezet to follow his research to a ruin in the Northern Wastes, where he believes a great weapon
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
makes the assumption that those NPCs escaped any conflict with the adventurers.
In the event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or
captured, simply replace them with new nonplayer characters here—or assume that they were resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical power the cult and its Red Wizard allies wield—and their dedication to seeing Severin’s plans brought to fruition.
event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or captured, simply replace them with new nonplayer characters here—or assume that they were
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
makes the assumption that those NPCs escaped any conflict with the adventurers.
In the event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or
captured, simply replace them with new nonplayer characters here—or assume that they were resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
makes the assumption that those NPCs escaped any conflict with the adventurers.
In the event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or
captured, simply replace them with new nonplayer characters here—or assume that they were resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
makes the assumption that those NPCs escaped any conflict with the adventurers.
In the event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or
captured, simply replace them with new nonplayer characters here—or assume that they were resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
resurrected between the previous adventure and this one. NPCs returning from the dead show the level of magical power the cult and its Red Wizard allies wield—and their dedication to seeing Severin’s plans brought to fruition.
event that important nonplayer characters such as Wyrmspeaker Rezmir or the Red Wizard Rath Modar were killed or captured, simply replace them with new nonplayer characters here—or assume that they were
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Secret The secret of the haunted house is that it is not, in fact, haunted. It is the shore base for a band of smugglers led by a wizard named Sanbalet. The eerie lights seen at night by
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Secret The secret of the haunted house is that it is not, in fact, haunted. It is the shore base for a band of smugglers led by a wizard named Sanbalet. The eerie lights seen at night by
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to wage wars of his own, eventually returning to Undermountain with a new name — Doomcrown — and a new purpose (see “Level 14: Arcturiadoom”). The Legion of Azrok, which has lived in Stromkuhldur for
who stole the dagger of blindsight and returning it to her. SIDE QUEST: RETRIEVE AZROK'S DAGGER
Adventurers who enter western Stromkuhldur (area 21) are brought before Azrok and Lurkana (in area 21n
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a wizard’s cap. It taps the podium with a brass wand to get your attention. “Well met!” it says in Common. “I am the Math Wizard, Captain of Calculus, Admiral of Abaci, Unifier of Units! Welcome to
. The self-proclaimed Math Wizard is a friendly duodrone. The Math Wizard speaks both Common and Modron. The ten monodrones speak Modron only and are indifferent toward passengers. Each one holds a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a wizard’s cap. It taps the podium with a brass wand to get your attention. “Well met!” it says in Common. “I am the Math Wizard, Captain of Calculus, Admiral of Abaci, Unifier of Units! Welcome to
. The self-proclaimed Math Wizard is a friendly duodrone. The Math Wizard speaks both Common and Modron. The ten monodrones speak Modron only and are indifferent toward passengers. Each one holds a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
. “Five gold dragons says they’re back before a tenday, minus the fighter, the wizard, and the cleric!” is the flavor of commentary often heard amid gales of drunken laughter. The walls of the well are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
appendix B). The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to wage wars of his own, eventually returning to Undermountain with a new name — Doomcrown — and a new purpose (see “Level 14: Arcturiadoom”). The Legion of Azrok, which has lived in Stromkuhldur for
who stole the dagger of blindsight and returning it to her. SIDE QUEST: RETRIEVE AZROK'S DAGGER
Adventurers who enter western Stromkuhldur (area 21) are brought before Azrok and Lurkana (in area 21n
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
appendix B). The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
. “Five gold dragons says they’re back before a tenday, minus the fighter, the wizard, and the cleric!” is the flavor of commentary often heard amid gales of drunken laughter. The walls of the well are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
swallowed a gemstone called the Eye of the Spider. If the characters pierce the skin clinging to his bones and root through his chest cavity, they find the stone in what was once his stomach. Returning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
love with Yinark, a wizard in league with Halaster, and returned with him to Undermountain. Her happiness faded quickly when the dungeon proved to be a far cry from the woods she called home. Determined
returning to the surface, Wyllow grew positively despondent. The relationship soured and turned violent. A volley of spells on both sides resulted in Yinark’s death. After Wyllow’s fury abated, all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Instead, she presents an alternative plan for sending the characters to the Nine Hells: “A wizard named Traxigor lives in a tower twenty miles from here. I’ve loaned him a spellbook or two, so he owes
, choosing to remain at Candlekeep for a few days before returning to Baldur’s Gate. Characters can use Candlekeep’s library to learn more about the Nine Hells. Chapter 2 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
love with Yinark, a wizard in league with Halaster, and returned with him to Undermountain. Her happiness faded quickly when the dungeon proved to be a far cry from the woods she called home. Determined
returning to the surface, Wyllow grew positively despondent. The relationship soured and turned violent. A volley of spells on both sides resulted in Yinark’s death. After Wyllow’s fury abated, all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Instead, she presents an alternative plan for sending the characters to the Nine Hells: “A wizard named Traxigor lives in a tower twenty miles from here. I’ve loaned him a spellbook or two, so he owes
, choosing to remain at Candlekeep for a few days before returning to Baldur’s Gate. Characters can use Candlekeep’s library to learn more about the Nine Hells. Chapter 2 of the Dungeon Master’s Guide