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                        Returning 35 results for 'golorr casting location'.
                    
                
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
                                                
                                            
                                                
                                                     is destroyed if its penalty reaches −5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
                                                
                                            
                                                
                                                    As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
                                                
                                            
                                                
                                                     into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
                                                
                                            
                                                
                                                     hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     damage from the spell.
The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
Random Properties. The
                                                
                                            
                                                
                                                     Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
                                                
                                            
                                                
                                                     becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
                                                
                                            
                                                
                                                    , every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
                                                
                                            
                                                
                                                     casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
                                                
                                            
                                                
                                                     using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
                                                
                                            
                                                
                                                     has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
                                                
                                            
                                                
                                                     around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
                                                
                                            
                                                
                                                     to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                    Word of Recall
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting
                                                
                                            
                                                
                                                     this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
                                                
                                            
                                        
                                                    Teleportation Circle
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
                                                
                                            
                                                
                                                    As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know
                                                
                                            
                                        
                                                    Scrying
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
                                                
                                            
                                                
                                                     creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
                                                
                                            
                                        
                                                    Spell Scroll
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
                                                
                                            
                                                
                                                     spell affects a random location within the spell’s range.
4
The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might
                                                
                                            
                                        
                                                    Forbiddance
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
                                                
                                            
                                        
                                                    Planar Binding
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is
                                                
                                            
                                                
                                                     first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
                                                
                                            
                                                
                                                     location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
                                                
                                            
                                        
                                                     Spells
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Vault of Dragons Once the characters have the Stone of Golorr, they can use it to determine the location of the Vault of Dragons and the keys needed to enter it.  A gold dragon guards a pile of golden dragons.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Dying in the Vault If the characters die in the Vault of Dragons with the Stone of Golorr and the main villain doesn’t know the vault’s location, the secrets of the vault die with them. Though they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Finding the Nimblewright If the characters can’t pick up the trail after the nimblewright escapes with the Stone of Golorr, they might turn to the City Watch, the City Guard, or a friendly faction
                                                
                                            
                                                
                                                     (see “Nim’s Secret” ). Thereafter, armed with Nim’s nimblewright detector, the characters can sweep the city. But by the time they find the nimblewright, it has already delivered the Stone of Golorr
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     location of the Stone of Golorr for a price. IF A VILLAIN GETS THE STONE
 If a main villain acquires the Stone of Golorr, it takes that villain 2d6 days to find the Vault of Dragons and its keys. During
                                                
                                            
                                                
                                                    Encounter Chains Eight encounters comprise the characters’ hunt for the Stone of Golorr and the Vault of Dragons. They form a chain, and their order is determined by your choice of villain and season
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons, below a theater in the Castle Ward called the Pink Flumph, and the three keys that are needed to enter it. When the characters are ready to visit the location, proceed with encounter 6, “Theater.”
                                                
                                            
                                                
                                                    Alley: Spring When this encounter begins, either the characters have the Stone of Golorr in their clutches, in which case they’re jumped as they move through an alley near the tower — or it was taken
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     in a secret vault. As a security precaution, he arranged for all knowledge of the vault’s location and defenses to be magically erased from his mind and the minds of his subordinates. The wizard who
                                                
                                            
                                                
                                                     performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter, and Dagult hid the stone in the Palace of Waterdeep. Dagult was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     least 25 gp to the cleric’s temple for each casting of the spell. They must also provide a list of questions they want answered. A speak with dead spell can pry some or all of the following
                                                
                                            
                                                
                                                     information from Dalakhar’s corpse if the right questions are asked: Dalakhar stole an artifact called the Stone of Golorr from the lair of a beholder known as Xanathar, in a dungeon deep below the city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Vault Keys At the end of an encounter chain, a character who is attuned to the Stone of Golorr can learn the location of the Vault of Dragons and what three keys are needed to open its doors. The
                                                
                                            
                                                
                                                    . Illusory versions of keys don’t open the door. Every key can be found or procured in Waterdeep. If the characters don’t already know the location of a key, they can gather information about it. To do this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     dead. While the two sides were negotiating in Xanathar’s lair, the Stone of Golorr suddenly disappeared from where Xanathar had hidden it. The paranoid beholder accused the Black Network of stealing it
                                                
                                            
                                                
                                                     the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city. Who actually stole the Stone of Golorr? The answer: a rock gnome named
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     characters might need to borrow Grinda Garloth’s apparatus of Kwalish to recover it. Next Encounter If a character becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons
                                                
                                            
                                                
                                                     harbor to keep it from falling into enemy hands. A character can recover the sunken stone by using a detect magic spell to help pinpoint its location. Big Belchy A mechanical dragon turtle, dubbed Big
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Cellar Complex: Spring The characters have learned that a halfling necromancer named Losser Mirklav took the Stone of Golorr. He lives in a cellar complex under a powdered wig shop in the Trades Ward
                                                
                                            
                                                
                                                     with a successful DC 25 Strength (Athletics) check. Since the shop is in a highly visible location, an attempt to break into it is 75 percent likely to be noticed by someone who alerts the City Watch
                                                
                                            
                                        





