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Returning 35 results for 'garment confined light'.
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Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Monsters
Eberron: Rising from the Last War
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free
Robe of Scintillating Colors
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Scintillating Colors Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Burly’s Plan Following the characters’ meeting with Witch and Light, Burly pulls the characters aside for a hushed conversation: Burly removes his jack-o’-lantern helmet, revealing a worried
people I’ve met who might be able to set things right. Witch and Light are good guys, but you’ll need leverage to make them spill the beans.”
Burly suggests the characters purloin Mister Witch’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. If the characters open any and look inside, they see that the rooms on each side of the hall are dimly lit by natural light that filters through dirty, shuttered windows. The door at the east
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her quarters (area 11b), or vice versa. A light cantrip cast on the top of her staff lights her path. Skrianna’s shield guardian marches a few steps behind her. Floating nearby is a grell valet that
, not she, must stand aside. If this leads to violence, the headmaster quells the conflict as quickly as possible and tells Skrianna that she is confined to her quarters. Once she is out of sight of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles
the perfect item from which to make a spellguard shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye while the garment is
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Taraz the Fair Where the hallway bends to the northeast, it once again takes on the appearance of a stone corridor. Light shines out ahead as the corridor opens into a room set with comfortable
is an efreeti named Taraz the Fair. The name has nothing to do with his sense of justice or fair play, however, but refers to the light hues of his fiery hair. Xonthal trapped Taraz and was trying to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Taraz the Fair Where the hallway bends to the northeast, it once again takes on the appearance of a stone corridor. Light shines out ahead as the corridor opens into a room set with comfortable
is an efreeti named Taraz the Fair. The name has nothing to do with his sense of justice or fair play, however, but refers to the light hues of his fiery hair. Xonthal trapped Taraz and was trying to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shovel and a rake. A dusty cloak is draped over a hook next to a round-topped door in the south wall.
Two harmless moths fly out of the cloak if the garment is disturbed. One of the cloak’s pockets
contains a rusty iron key that unlocks the padlock in area C16. C5. Den Light enters this spacious room through a bulge in the north wall, where cracked and broken windows look out over a foggy vale
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
submitted to his will. The dimwitted white dragons conceded and were subdued. The giants confined Isendraug to her lair in the temple, and Cryovain was chained to the deck of the Krigvind. After enslaving the
a pale bluish light that illuminates some areas.
Oversized Furnishings and Objects. Most of the furnishings and other items in Svardborg are sized for frost giants. Exceptions are noted in the text
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spilling of blood isn’t prohibited, but the only weapon a rider can carry is a light sporting crossbow; the steeds can use their talons and beaks, which is what makes the Griffon such a fierce contender
because the matches are confined to Lower Dura and the Cogs and well hidden from the eyes of the Watch. A match usually occurs only once every few months. Sometimes participants voluntarily enter the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters can sneak past the troglodytes with a successful DC 15 Dexterity (Stealth) group check. Characters carrying a light source have disadvantage on this check. If combat breaks out here, the
worn smooth, rise from the center of this large cave. Baleful crimson light leaks from cracks in the jagged pillars, casting an eerie glow on the cave.
Four barlguras lair in this dimly lit cave. Each
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weapon rack holding staffs and daggers, all lit by indigo-tinted light streaming through a window. The floor is stained and scorched. At the far end of the room, a broom hovers in the air, sweeping the
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cover the walls and floor of this room. Many lidless coffers rest against the walls, though there are none near the northern wall west of the archway. One of the coffers glows, its blue light filling
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Divination The walls of this thin tower are etched with intricate designs of hands and eyes. Silver light flickers from a high window, above which a large, carved eye animates and blinks. Part of the
dark, icicle-festooned roof of the great ice cavern beyond.
Silver light emanates from a three-foot-diameter glass orb situated atop a two-foot-high cylindrical stone plinth in the center of a thirty
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
-like creature with bulging eyes and cracked skin. It is clad in a shapeless garment and sits on one end of a love seat with its legs pulled up beneath it. Flies flit into and out of its mouth, which
reciprocity to which she adheres (see “Rules of Conduct” earlier in the chapter). Bavlorna has an iron key tucked in one of the pockets of her garment; this key unlocks the door to area B19. The tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
using darkvision or a light source brighter than a candle can see, if they look up, the underside of the walkway in area M5 (on level 1). If the characters failed to notice the two kobolds clinging to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Locations in the Abyssal Prisons are identified on map 5.3. Map 5.3: Abyssal Prisons Light. Dim light radiates from the walls, floors, and ceilings in this sector, a manifestation of strengthened
dais. Along the upper edge of the sarcophagus, a series of arcane glyphs pulses with pale white light.
Cursed Prisms. Unless Issem is in the room, each character who is in the room and can see the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
within easy reach, while the other two quite alert. The chamber has a rude table, a bench, two stools, and four cots. Torches light the place. Nine pegs on the walls hold clothing and six giants
a metallic object, coming from the other side of the opening. The hall outside this place is tinged a bloody red by the light emitted from the lava pool and the flaming gas jets that are found inside
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
quarterstaff. The quarterstaff is engraved with stylized feathers, is surprisingly light (1 lb.), and worth 10 gp.
Awarding Experience Points Divide 400 XP equally among the characters if the party
exterior light. The boxed text assumes that the characters have darkvision or a light source. This high, narrow hall looks as if it might have been part of a chapel or shrine at one time. Angelic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Tendra Nightblade (CE female Illuskan human assassin) dwell here.
Furnishings. The furnishings, made of zurkhwood, include a large bed with spider silk sheets and an armoire.
Light. A shuttered
lectern stands bare in the middle of the room. At the foot of the lectern sits an adamantine chest with spider-shaped handles.
Treasure. The cape hanging by the door is a splendid garment worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
be a spellbook, the tome on the lectern is a chronicle of the Gralhund family’s accomplishments, embellished or recast to paint the family in the most favorable light. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-tumble bunch, and cramming them into a ship’s confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set
consult the Fog Check Results table. Fog DCs DC Description 10 Light fog 15 Moderate fog 20 Heavy fog 25 Very heavy fog Fog Checks Officer Check Captain Intelligence (water vehicles
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second






