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Returning 35 results for 'glowing caster location'.
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Spells
Player’s Handbook
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
Magic Items
Dungeon Master’s Guide
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Spells
Forgotten Realms: Heroes of Faerûn
You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Monsters
Strixhaven: A Curriculum of Chaos
Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.
Spider Climb (Hunter Form Only). The hunter can climb difficult surfaces
pursue magic-wielders. These creatures can naturally sense magic via the glowing purple spines on their backs.
A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened
Monsters
Quests from the Infinite Staircase
":"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
palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and
Magic Items
The Book of Many Things
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
maximum of 22.
Map. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the
Spell Scroll
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
Scroll Mishap
d6
Result
1
A surge of magical energy deals the caster 1d6 force damage per level of
the spell.
2
The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a rando m target nearby if the caster was the intended target.
3
The
Rod of Alertness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect
Vitriolic Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Elemental Evil Player's Companion
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Jim’s Glowing Coin 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: S, M (a coin), R (2 gp) Duration: 1 minute Of the many tactics employed by master magician and renowned
adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights
Spells
Xanathar's Guide to Everything
magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
triggered, the caster hears a scream.
Bigby’s hand: The conjured hand is skeletal.
Find familiar: The familiar is undead—not a celestial, fey, or fiend—and is immune to features that turn undead
.
Find steed: The summoned steed is undead—not a celestial, fey, or fiend—and is immune to features that turn undead.
Find the path: A child’s spirit appears and guides the caster to the desired
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t send the caster to a specific location unless he or she has specialized information. The sigil sequence of a teleportation circle located on another plane allows the caster to travel directly to
that circle, but such knowledge is even harder to come by than the specifications of the required tuning fork. Otherwise, the spell transports the caster to a location in the general vicinity of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination spells
Attack Rolls Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Vitriolic Sphere Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a drop of bile)
Duration: Instantaneous
You point at a location within range
, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Vitriolic Sphere Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a drop of bile)
Duration: Instantaneous
You point at a location within range
, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E5: Planartarium Car Glowing symbols on the floor line the perimeter of this domed car. In the middle of the car is a mechanical model suspended over a dais that has more glowing symbols on it. The
near the dais.
The sixteen glowing sigils on the floor represent each of the Outer Planes, while the raised dais in the center of the room bears symbols of the four elemental Inner Planes. The wheel
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination spells reveal information, whether in the
requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Vitriolic Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a drop of giant slug bile) Duration: Instantaneous You point at a location within range, and a glowing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Vitriolic Sphere Level 4 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet (20 ft. Sphere)
Components: V, S, M (a drop of bile)
Duration: Instantaneous
You point at a location
within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
area of smoky haze for 1 hour thereafter. Heat. Duergar have darkvision and don’t need light to see; even so, most rooms are heated by stone braziers filled with glowing-hot coals, and such areas are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracles. “Brilliant scholars,” says a rich, soothing voice radiating from the hall’s central snarl of glowing energy. “Your attention, please.
“As you are now Strixhaven University students, this
parchment materializes in front of the characters. It presents a list of clues. “The rules are simple,” the voice says. “Each clue on this list will lead you to a different location in the Biblioplex
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Vitriolic Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a drop of giant slug bile) Duration: Instantaneous You point at a location within range, and a glowing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, a 5-foot-diameter circular portal appears in an unoccupied space within 30 feet of the casting creature. The portal is a glowing ring filled with opaque mist and remains open for 1 minute. When a
portal appears in a random unoccupied space in the exit location. Portal Exit d6 Exit Location 1 Sterncastle deck (stern segment; area Z1a) 2 Companionway (stern segment; area Z5) 3 Starboard top deck
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, or it affects a random target nearby if the caster was the intended target. 3 The spell affects a random location within the spell’s range. 4 The spell’s effect is contrary to its normal one, but
Mishap d6 Result 1 A surge of magical energy deals the caster 1d6 force damage per level of the spell. 2 The spell affects the caster or an ally (determined randomly) instead of the intended target
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exit. The statue is veined with bright mithral, and with one hand it raises a stone hammer carved with faintly glowing runes. A steel plaque at the base of the statue reads in Dwarvish, “All that is
separated from one another. Teleport Trap This trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Familiar. The familiar is an imp. Find Steed. The steed is a nightmare. Find the Path. An imp appears and begrudgingly guides the caster to the desired location while complaining the whole time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
was carrying to King Grol. Klarg followed King Grol’s orders. Gundren was ambushed and taken with his personal effects—including a map—to King Grol. Sildar’s Location. Gundren’s human companion is
, though not today. These strange goblins have elongated skulls, and glowing green energy surrounds their weapons when they attack. The Cragmaw goblins don’t know who these newcomers are; the new
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
was close. Carp thinks the bandits have a secret lair under the old manor house. He also saw some strange goblins with “glowing hands” duck into the tunnel. Carp can take the characters to the tunnel
if asked, or he can give them directions to the location. The cave leads to area R8 in the Redbrands’ hideout. Finding Cragmaw Castle Qelline is a longtime friend of a druid named Reidoth. If Qelline
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is a striking golden crown, the front of which is emblazoned with a glowing symbol of Vecna.
Throughout the square, terrified citizens gawk at the king with tearful, disbelieving eyes. Beneath the
balcony, twelve armored, desiccated figures stand guard and keep the crowd from advancing any closer.
Map 11.3 depicts this location. Dyson Logos Map 11.3: Neverwinter Square If the characters make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, green-skinned giant with glowing eyes and white-feathered wings.” Any character who succeeds on a DC 18 Intelligence (Religion) check realizes, based on this description, that Fazrian is a planetar
. The duergar have come to plunder a shrine of Laduguer on this level, then return to the Deep Mines with loot to earn Fazrian’s favor. They know the shrine’s location (area 6c) but nothing about the mummy lord that guards it.






