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Returning 35 results for 'glyph of wearing'.
Monsters
Candlekeep Mysteries
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
":"damage","rollAction":"Claws","rollDamageType":"piercing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
glyph of warding spell triggers the first time the statuette is removed from the pedestal by a creature that is not wearing a holy symbol of Umberlee. A character who studies the statuette and succeeds
on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph, which is inscribed on the trident. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
higher or lower in the hall (depending on the direction spoken), along with anything the creature is wearing or carrying. If the destination glyph is occupied or the command doesn’t make sense (such as saying “down” while on the hall’s lowest floor), the transport glyph doesn’t function.
glyphs (marked as starbursts on map 5.2) are etched on the floor near the hall’s main staircase. Any creature that stands on a glyph and says “up” or “down” is teleported to the transport glyph one floor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
glyph of warding spell triggers the first time the statuette is removed from the pedestal by a creature that is not wearing a holy symbol of Umberlee. A character who studies the statuette and succeeds
on a DC 15 Intelligence (Investigation) check spots the nearly invisible glyph, which is inscribed on the trident. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
higher or lower in the hall (depending on the direction spoken), along with anything the creature is wearing or carrying. If the destination glyph is occupied or the command doesn’t make sense (such as saying “down” while on the hall’s lowest floor), the transport glyph doesn’t function.
glyphs (marked as starbursts on map 5.2) are etched on the floor near the hall’s main staircase. Any creature that stands on a glyph and says “up” or “down” is teleported to the transport glyph one floor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
when a creature passes between the opened doors. Only a creature wearing a holy symbol of Umberlee does not trigger the glyph and can pass through the doors safely. A character who studies the door frame
15. Cleric’s Chambers The Typhoon Palace’s resident cleric of Umberlee claimed these rooms for herself. The double door to this suite has a glyph of warding spell inscribed above it that triggers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
triggers a glyph of warding spell, which targets all creatures in a 20-foot-radius sphere centered on the door. The sphere spreads around corners. Each creature in the area must make a DC 24 Dexterity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
when a creature passes between the opened doors. Only a creature wearing a holy symbol of Umberlee does not trigger the glyph and can pass through the doors safely. A character who studies the door frame
15. Cleric’s Chambers The Typhoon Palace’s resident cleric of Umberlee claimed these rooms for herself. The double door to this suite has a glyph of warding spell inscribed above it that triggers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
triggers a glyph of warding spell, which targets all creatures in a 20-foot-radius sphere centered on the door. The sphere spreads around corners. Each creature in the area must make a DC 24 Dexterity
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
out elsewhere amid the chaos of war. Glowing Signal. The kakkuus immediately return if they see the glyph glowing on the door to area Y2. Y2: Guard Hall The exterior door has an invisible glyph
inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
out elsewhere amid the chaos of war. Glowing Signal. The kakkuus immediately return if they see the glyph glowing on the door to area Y2. Y2: Guard Hall The exterior door has an invisible glyph
inscribed on it. Each time a creature other than a Fiend opens the door, the glyph glows for a split second, and the creature must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroyed. Each door has AC 19, 40 hit points, a damage threshold of 10, and immunity to poison and psychic damage. Zox has cast a glyph of warding spell on every door. Each glyph is inscribed on the inside
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroyed. Each door has AC 19, 40 hit points, a damage threshold of 10, and immunity to poison and psychic damage. Zox has cast a glyph of warding spell on every door. Each glyph is inscribed on the inside
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
descriptions of the Hall of Obedience and the Hall of Necromancy. He knows nothing about this zone. If he is given a glyph key and taken to the black gate, he escapes the Doomvault and joins Syranna’s
dwells in this fine chamber with one Thayan apprentice (see appendix B for both stat blocks). The wizard is half asleep. Both have glyph keys attuned to the zone, as well as keys to the C cells. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
descriptions of the Hall of Obedience and the Hall of Necromancy. He knows nothing about this zone. If he is given a glyph key and taken to the black gate, he escapes the Doomvault and joins Syranna’s
dwells in this fine chamber with one Thayan apprentice (see appendix B for both stat blocks). The wizard is half asleep. Both have glyph keys attuned to the zone, as well as keys to the C cells. In
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on a DC 14 Intelligence (Investigation) check. A successful check also reveals a faint glyph on the secret door—the telltale sign of a glyph of warding spell. Only Sythian can open the door without
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on a DC 14 Intelligence (Investigation) check. A successful check also reveals a faint glyph on the secret door—the telltale sign of a glyph of warding spell. Only Sythian can open the door without
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
details). The magic trap on the door can be dispelled (DC 15). A character who examines the door and succeeds on a DC 15 Intelligence (Investigation) check spots a faint glyph etched into the doorknob
. If this glyph is defaced using the point of a dagger or some other tool, the magic is negated, and the door can be opened safely. When the characters can see into the room, read the following boxed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Gates. Only four external glyph keys (one for each zone, in areas 10, 25, 31, and 63) allow access to the gates in this sector. Some Red Wizards here carry glyph keys to their zones and guard them
be disrupted simultaneously (as described at the beginning of this adventure). Once that is accomplished, any glyph key can be used on any of the black gates in the Temples of Extraction, and the user
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Gates. Only four external glyph keys (one for each zone, in areas 10, 25, 31, and 63) allow access to the gates in this sector. Some Red Wizards here carry glyph keys to their zones and guard them
be disrupted simultaneously (as described at the beginning of this adventure). Once that is accomplished, any glyph key can be used on any of the black gates in the Temples of Extraction, and the user
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters destroyed Sylvarie’s painting before coming here, they encounter Sylvarie in her true form: a neutral good moon elf priest who is not wearing armor (AC 10). In this case, she is
through their bargain with the hags: A brawny, female, golden-scaled dragonborn warrior engaged in battle (Gorba Daardenrian) A tall male tiefling with sparkling violet eyes wearing many fine jewels
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
details). The magic trap on the door can be dispelled (DC 15). A character who examines the door and succeeds on a DC 15 Intelligence (Investigation) check spots a faint glyph etched into the doorknob
. If this glyph is defaced using the point of a dagger or some other tool, the magic is negated, and the door can be opened safely. When the characters can see into the room, read the following boxed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters destroyed Sylvarie’s painting before coming here, they encounter Sylvarie in her true form: a neutral good moon elf priest who is not wearing armor (AC 10). In this case, she is
through their bargain with the hags: A brawny, female, golden-scaled dragonborn warrior engaged in battle (Gorba Daardenrian) A tall male tiefling with sparkling violet eyes wearing many fine jewels
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by 12-foot-tall stone statues of Halaster Blackcloak, depicted as a bearded, scowling old wizard wearing a robe covered with lidless eyes and clutching a stout scepter with a red dragon’s head at
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by 12-foot-tall stone statues of Halaster Blackcloak, depicted as a bearded, scowling old wizard wearing a robe covered with lidless eyes and clutching a stout scepter with a red dragon’s head at
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
glyphs carved upon it. In the center of the door is carved an eagle killing a serpent. Two stone warriors dressed in loincloths and wearing panther masks are sculpted into the door posts.
The
them is a potion bottle, but an invisible barrier prevents anyone from touching it. A glyph is etched into the side of the pillar just below the bottle. One more time the couatl speaks, its voice now
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
skeletons, many still wearing rusted armor or tattered robes.
Gremorly dumped the corpses of those he killed into the moat. A character who examines these remains and succeeds on a DC 15 Wisdom
assembly has AC 19, 5 hit points, and immunity to poison and psychic damage. The rod is protected with a Glyph of Warding; if anyone comes within 5 feet of the rod or anything touches it, explosive
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
glyphs carved upon it. In the center of the door is carved an eagle killing a serpent. Two stone warriors dressed in loincloths and wearing panther masks are sculpted into the door posts.
The
them is a potion bottle, but an invisible barrier prevents anyone from touching it. A glyph is etched into the side of the pillar just below the bottle. One more time the couatl speaks, its voice now
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
skeletons, many still wearing rusted armor or tattered robes.
Gremorly dumped the corpses of those he killed into the moat. A character who examines these remains and succeeds on a DC 15 Wisdom
assembly has AC 19, 5 hit points, and immunity to poison and psychic damage. The rod is protected with a Glyph of Warding; if anyone comes within 5 feet of the rod or anything touches it, explosive
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
themselves known, the guard slides open the peephole and checks to see if they’re wearing the Ashen Heirs’ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, “Let
recalls that this was one of the more prominent slogans the Ashen Heirs were shouting during the incident at Three Suns Square. If the guard sees the characters aren’t wearing efreeti masks or the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
themselves known, the guard slides open the peephole and checks to see if they’re wearing the Ashen Heirs’ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, “Let
recalls that this was one of the more prominent slogans the Ashen Heirs were shouting during the incident at Three Suns Square. If the guard sees the characters aren’t wearing efreeti masks or the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leading up from the jetty. Three gnomes wearing heavy armor peek out from one of the building’s tall, narrow windows. They wave as you approach.
Three members of the Griswill Garrison (lawful neutral
Hallway This unfurnished hallway provides ladder access to the watchtowers on the third floor (area T11). A protective glyph wards the staircase door down to area T17. To open this door safely from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leading up from the jetty. Three gnomes wearing heavy armor peek out from one of the building’s tall, narrow windows. They wave as you approach.
Three members of the Griswill Garrison (lawful neutral
Hallway This unfurnished hallway provides ladder access to the watchtowers on the third floor (area T11). A protective glyph wards the staircase door down to area T17. To open this door safely from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). The trunks contain the staff’s clothing and uniforms. N3g. Kitchen A cook wearing a white apron over a black smock busies himself in this warm, well-appointed kitchen. A staircase in one corner
wall of this otherwise empty closet is a badly beaten man wearing nothing but a loincloth. The iron shackles have cut into his wrists, causing blood to trickle down his hands. The man is a Vallakian
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). The trunks contain the staff’s clothing and uniforms. N3g. Kitchen A cook wearing a white apron over a black smock busies himself in this warm, well-appointed kitchen. A staircase in one corner
wall of this otherwise empty closet is a badly beaten man wearing nothing but a loincloth. The iron shackles have cut into his wrists, causing blood to trickle down his hands. The man is a Vallakian






