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Returning 35 results for 'detect issue are broad'.
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Magic Items
Dungeon Master’s Guide
Cost
Cure Wounds (level 9 version)
4
Daylight
1
Death Ward
2
Detect Magic
0
Scrying (save DC 18)
3
Call Dragons. While you control the orb, you can take a Magic
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Monsters
Curse of Strahd
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
descendants. Unfortunately, in his view, these modern Vistani are neither as noble nor as enlightened as their forebears. Not one to press the issue, Kasimir hopes to outlive the present leadership and see
Monsters
Bigby Presents: Glory of the Giants
):
At will: detect magic, fog cloud, light, minor illusion
1/day each: dream (as an action), gaseous form, major image
Thunderous Clap (Requires Cloud Rune). The giant magically summons a thundercloud
issue a combat challenge quickly find these giants’ magical prowess is nearly unmatched.
Destiny Gambler Spell Winnings
Destiny gamblers aren’t content with winning mere treasures
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
the detect magic spell from the orb without using any charges.
Call Dragons
While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pillar is carved to look like a scowling dwarf with bulging muscles that supports the column’s upper third on its broad shoulders. Blue sapphires glitter in the dwarves’ eyes.
Double Door. The doors
. The Melairkyn dwarves forged the horn and placed it here to guard the treasure in this hall (see “Treasure” below). A detect magic spell or similar magic reveals an aura of conjuration magic around
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dark silken mats with a pale web-strand pattern woven through them in silvery thread. In the middle of the chamber (at the center of the web) stands a broad pedestal carved from zurkhwood, with a 10
on checks to detect the possessor of the stones. The curse lasts until all the stones are given into the safekeeping of a drow worshiper of Lolth or the gems are subject to a remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
service:
Requisition Uniforms. Characters who pledge to defend the keep can requisition uniforms from Andrella free of charge. Give those players one Borderlands Tabard each.
Alejandro Pacheco A Rack of Standard-Issue Spears
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take a Magic action to cause the orb
to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call
Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
must expend to cast the spell. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take
a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most
Compendium
- Sources->Dungeons & Dragons->Monster Manual
world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw
using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. On Your Mark! Get Set! Go! A broad set of stairs descend to a large chamber with the following features: Pillars. Four stone pillars support a 35-foot-high, vaulted ceiling strung with cobwebs
each end.
Mine Carts. Two mine carts made of corroded iron stand near a tunnel exit in the east wall.
Halaster Statues These statues can’t be moved, knocked over, or damaged in any way. A detect
Compendium
- Sources->Dungeons & Dragons->Divine Contention
unnaturally cold. As you step onto the flagstones, a voice from nowhere whispers:
“Who is dead but cannot die, the Lord of Bones, whose embrace is patient but sure?”
A detect magic spell reveals that
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Simulation Chambers Each simulation chamber is a broad circular space with a domed ceiling, its stone walls carved with arcane runes that fill the area with bright light. Each chamber is equipped
sense that they are in an illusion, nor can the illusion be dispelled. The detect magic and dispel magic spells don’t register or disrupt the magic of the illusion, nor of the creatures or objects it
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
submerging any sort of organic material, recognizes the water’s magical corruption. The detect magic spell reveals that the water has an aura of necromantic magic. A2: Ancient Statue A small stone
reach the deck of the shattered vessel. Vines cover the ship’s shattered hull. Little more than a moldy deck and toppled masts remains. Bits of frayed rope and broad scraps of patchwork fabric litter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shaft in the ceiling climbs 10 feet to level 9, area 41.)
Braziers. Purple flames issue from stone braziers that resemble giant spiders. (Originating from gas vents under the floor, these flames shed
. A detect magic spell reveals an aura of conjuration magic around the altar, which is 30 feet long, 15 feet wide, and 3 feet tall. Like a mass of webs, the altar has gaps across its surface. The first
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
invite potential rivals to name the terms of a wager. Those who are foolish enough to issue a combat challenge quickly find these giants’ magical prowess is nearly unmatched. Destiny Gambler Spell
Charisma as the spellcasting ability (spell save DC 20):
At will: detect magic, fog cloud, light, minor illusion
1/day each: dream (as an action), gaseous form, major image
Thunderous Clap
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma’s distress. She’s too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature
comes within 20 feet of them, they attack. Treasure. Two rare cacao trees stand in the north end of the greenhouse, near the shambling mounds. The trees have broad flat leaves and yellowish gourds that
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
by an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments. Fensir Devourer Huge Celestial
has the petrified condition for 24 hours.
Spellcasting. The fensir casts one of the following spells, using Intelligence as the spellcasting ability:
1/day each: create or destroy water, detect magic, pass without trace
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Three deathlock wights (see appendix B) oversee six skeletons. They attack intruders. Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple magical effect to control
unconscious while on a bridge has a 50 percent chance to fall into the pigpen. Enchanted Pillars. A detect magic spell reveals that each pillar radiates an aura of enchantment magic. Any humanoid that
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
hears snarling within. When the characters open a door, read or paraphrase the following: This carriage house features horse stalls to the east and an open space to the west. Two broad doorways lead to
Dragon Army commander Belephaion, bears a magical trap that can be detected by a character who casts detect magic or who searches the chest and succeeds on a DC 16 Intelligence (Arcana or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Nael “The Kindly Lord does not issue invitations to their court lightly. I suggest you accept.”
—Gwyddion, messenger of Talion
High fae kindguards have spent centuries perfecting their martial
save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind, mirror image
Reactions
Fae Counterspell. The high fae interrupts a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Doors circle the room. The light of the moons cascades through broad windows high above. At the center of the room stands a serene-looking woman with long, gray hair and red robes. She nods as you enter
maze that the characters must traverse to reach the key at the center. The maze is 90 feet in diameter, leaving a 5-foot gap between it and the rotunda’s walls. A character who casts detect magic sees
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Sense and detect evil and good reveal that this zone is thoroughly desecrated. 26. Temple of Light Glowing pillars brightly light this chamber of white marble. Each pillar is carved in the likeness of a
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
succumbing to temptation, dying at the hands of fiends, and suffering eternal torture. When viewed, those images shift and swirl unsettlingly. A detect magic spell reveals that the frescoes, mosaics
by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone and its creatures. 74. Kraken Pool Beyond a broad round pool in the center of this circular chamber is a black gate.
A malformed kraken (see appendix B) is held in this saltwater pool. Although it
naga occupies this area, anyone who listens at the entry doors hears a scream of pain. The magical light shimmers off two circular pools in this chamber. A glowing glyph covers a broad area of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type
with such objects. A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
to anyone they believe to be on legitimate business in the hold. However, they don’t allow anyone to communicate with the prisoners unless ordered to by one of the efreet. The duergar issue a stern
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
five charms. One of those charms is the key that unlocks the door to the antechamber (area T8). Cupboard. This magic cupboard radiates an aura of conjuration to a detect magic spell. It generates food
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are six spell scrolls (three of detect magic, two of comprehend languages, and one of greater restoration). Also inside is a bottle of ink and an ink pen with fifteen sheets of parchment. Glyph Key
Wisdom (Survival) check ascertains that no other creatures have entered this side passage in a long time. If examined with a detect magic spell, the area displays an aura of necromancy. Stunning Shadow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
broad range of subjects. Six of the tomes in her library are of considerable worth (see “Treasure”). These valuable tomes are kept on the highest shelves, 25 feet above floor level, and are enormous
mantelpiece is a stuffed and mounted aarakocra with blue plumage. This poor creature is the remains of Jakka (see the “Aarakocra Simulacra” section earlier in this chapter). A detect magic spell reveals a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crypts 37 and 38, between crypt 37 and the wall south of it, and between crypt 38 and the wall south of it. The traps can’t be perceived except with a detect magic spell, which reveals an aura of
apparition comes the faintest of whispers: “The vampire must be destroyed. Use me as your weapon.” With that, it fades away. Treasure. A detect magic spell reveals that the thighbone radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gold plates draped over its broad shoulders. The duchess’s wardrobe contains a gown made of gold ingots and rings (worth 7,500 gp and weighing 750 pounds). The items atop the basalt table include a
creature that activates the golem can issue commands to it. The elemental spirit that animates it is compelled to obey the commands of fire giants; as a result, a command issued by a fire giant
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull
options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The






