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Returning 35 results for 'magical'.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magical Effect An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Magical Storms Even worse than the threat of storms is the menace of weather imbued with magic. When a ship enters a storm, roll a d20. On a 20, the storm churns with magical energy. Pick or randomly
determine the type of magical energy brimming within the storm, consulting the Magical Storm Type table. Magical Storm Type d8 Magic 1 Abjuration 2 Conjuration 3 Divination 4 Enchantment 5
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Miscellany Magic is everywhere in D&D. Many creatures in the D&D multiverse exist solely because of the influence of magic, spellcasters harness magical energy every day in the form of spells
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magical Study The fundamental work of Strixhaven University is the application of magic to academic study. Students and faculty aren’t limited to magical topics alone; they pursue studies in every
facet of existence—magical or otherwise—applying magic to whatever they study. At Strixhaven, historians call the spirits of the dead to aid their lessons about the past, and arcano-biologists use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magical Contagions Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as
characters search for a cure and try to stop the contagion’s spread. Rest and Recuperation If a creature infected with a magical contagion spends 3 days recuperating, engaging in no activities that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Magical Elements An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Guidance 5th-level sorcerer feature You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magical Tinkering At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a
Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magical Effect An effect is magical if it is created by a spell, a magic item, or a phenomenon that a rule labels as magical.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magical Contagions Alchemists, potion brewers, and areas of wild magic are credited with creating the first magical contagions. An outbreak of such a contagion can form the basis of an adventure as
characters search for a cure and try to stop the contagion’s spread. Rest and Recuperation If a creature infected with a magical contagion spends 3 days recuperating, engaging in no activities that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Inspiration 2nd-level bard feature If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Tinkering 1st-level artificer feature You’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You
then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Magical Gadgets Devils like to bedeck their infernal war machines with fiendish gadgets to bedevil foes. Such gadgets are usually activated from the helm station. Necrotic Smoke Screen The vehicle’s
driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Magical Surveillance Characters can use invisibility spells to approach and observe the guildhouse without being seen. They can also use a locate object spell to pinpoint the painting’s location
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
throw or contract an arcane blight. This magical disease transforms the humanoid into a nothic, but only after the victim experiences hallucinations and feelings of isolation and paranoia. Other symptoms
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Magical Tinkering At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny
nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Phenomena Magic has the ability to make even the most serene natural settings unpredictable. Whether the result of magical calamities, otherworldly influences, or nexuses of inexplicable
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
17. Magical Secret Door This entrance to the remainder of the tomb is on the wall adjoining the stairway that leads down. It can be found by mundane means, requiring a successful DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Curses and Magical Contagions A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss curses and magical contagions in detail.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magical Physiologies Exam: Otyughs The characters’ third and final Exam in Magical Physiologies takes place a short while after their foray into Captain Dapplewing’s Manor, and tests the characters’ knowledge of otyughs.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Magical Attraction A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue’s feet.
A
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
25. Magical Secret Doors The secret doors at either end of the narrow corridor will reveal themselves and open only to the bearer of Sir Bluto’s magic key.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Magical World The Five Nations were built on a magical foundation. To them, magic is a form of science, which can be studied and taught. Nevertheless, few people possess the skill required to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
A Magical World The creation myths say that magic is the blood of the dragon Siberys, flowing down from the golden ring in the sky. Whether this is truth or mere myth, magic pervades the world
class of magewrights, professional spellcasters who master a small handful of rituals or cantrips. The magical services available in Khorvaire are discussed in more detail in chapter 2, along with the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Armor of Magical Strength Item: A suit of armor (requires attunement) This armor has 6 charges. The wearer can expend the armor’s charges in the following ways: When the wearer makes a Strength check
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Curses and Magical Contagions A curse is a magical burden that lasts for a specified time or until it is ended by some means. A magical contagion is an adverse effect of magical origin that is contagious by definition. The following sections discuss curses and magical contagions in detail.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Magical Secrets (p. 50) In the first and third paragraphs, “any class” is now “any classes.”
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magical Physiologies Exam: Owlbears The characters’ second Exam in Magical Physiologies takes place a short while after the Wizard Gizzard game and sees students tested on their knowledge of owlbears.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Magical Tinkering (p. 55) In the first paragraph, “tinker’s tools or other artisan’s tools” has been changed to “thieves’ tools or artisan’s tools”.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magical Physiologies Exam: Slaadi The characters are enrolled together in the course Magical Physiologies, which is held in a lecture hall in the Biblioplex (one of the areas marked B7 on map 3.1
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Magical Economy With this general understanding of the sort of magic that’s found in the world, here’s a closer look at a few particular fields of industry.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Magical Skate-Off If the characters follow the student who invited them, that student leads them behind Bow’s End Tavern. Read or paraphrase the following: Behind the tavern, several groups of
wielding is one of several scattered throughout the crowd. These wands are ordinary spellcasting foci imbued with minor magical effects. Strixhaven’s instructors use them to help students practice their wand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Magical Repository Ceiling. This room has a 30-foot-high vaulted ceiling.
Statues. Four statues, each one carved to look like a 20-foot-high purple worm bursting up through the floor, fill the