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Returning 35 results for 'manual illusion'.
Other Suggestions:
mental illusion
Magic Items
Dungeon Master’s Guide (2024)
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: dancing lights, disguise self, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with animals
1/day each: charm person, dimension door, hold monsterMisty Escape
Monster Manual).
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestionFiendish Rebuke (3/Day). In response to being damaged by a visible
Planes. These warlocks often keep imp;imps or quasit;quasits (see the Monster Manual) as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their
Monsters
Icewind Dale: Rime of the Frostmaiden
, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell
the Monster Manual but is a fiend instead of a beast.
Spellbook. Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
as the spellcasting ability (spell save DC 16):
At will: mage hand, message, minor illusion
1/day: dominate monsterFeed on Weakness. When a creature within 20 feet of the mage fails a saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created
inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created
inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created
inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created
inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
compact giant, dressed in what looked like the motley of a harlequin jester crossed with barbed wire.
— Doug Beyer, Return to Ravnica: The Secretist
Tomorrow is an illusion; everything is
the Rakdos as sane. The Cult of Rakdos bears the name of the demon lord who founded it. As laid out in the Guildpact, the guild was intended to fill roles concerning entertainment, mining, and manual
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
compact giant, dressed in what looked like the motley of a harlequin jester crossed with barbed wire.
— Doug Beyer, Return to Ravnica: The Secretist
Tomorrow is an illusion; everything is
the Rakdos as sane. The Cult of Rakdos bears the name of the demon lord who founded it. As laid out in the Guildpact, the guild was intended to fill roles concerning entertainment, mining, and manual
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from wall, floor, or object 28–30 Touching an object triggers a flesh to stone spell 31–33 Floor collapses or is an illusion 34–36 Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous
water or acid 53–56 Darts shoot out of an opened chest 57–59 A weapon, suit of armor, or rug animates and attacks when touched (see “Animated Objects” in the Monster Manual) 60–62 Pendulum, either
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from wall, floor, or object 28–30 Touching an object triggers a flesh to stone spell 31–33 Floor collapses or is an illusion 34–36 Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous
water or acid 53–56 Darts shoot out of an opened chest 57–59 A weapon, suit of armor, or rug animates and attacks when touched (see “Animated Objects” in the Monster Manual) 60–62 Pendulum, either
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
as boggles, quicklings, and redcaps (all appear in this book) or even satyrs and sprites (both appear in the Monster Manual). Warlock of the Archfey
Medium Humanoid, Any Alignment
Armor Class 13
spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: dancing lights, disguise self, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with animals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lair actions noted in the demilich entry of the Monster Manual apply throughout the spire, though Iriolarthas can use lair actions only while inside it. The spire doesn’t have demilich lair traits
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lair actions noted in the demilich entry of the Monster Manual apply throughout the spire, though Iriolarthas can use lair actions only while inside it. The spire doesn’t have demilich lair traits
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
as boggles, quicklings, and redcaps (all appear in this book) or even satyrs and sprites (both appear in the Monster Manual). Warlock of the Archfey
Medium Humanoid, Any Alignment
Armor Class 13
spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: dancing lights, disguise self, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with animals
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reveals it to be an illusion. The Dark Lady Conversing with the Dark Lady The Dark Lady plays the menacing femme fatale to the hilt, verbally fencing with the adventurers. Use her to feed the
a vertical eye set within an inverted step pyramid. The Dark Lady can use illusion magic to show the characters what the Elder Elemental Eye symbol looks like (see chapter 1). Centuries ago, a drow
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reveals it to be an illusion. The Dark Lady Conversing with the Dark Lady The Dark Lady plays the menacing femme fatale to the hilt, verbally fencing with the adventurers. Use her to feed the
a vertical eye set within an inverted step pyramid. The Dark Lady can use illusion magic to show the characters what the Elder Elemental Eye symbol looks like (see chapter 1). Centuries ago, a drow
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, minor illusion, prestidigitation
1st
scholar’s pack. A manual of golems (clay) lies open on his desk next to a spellbook containing all the spells he has prepared. On the inside back cover of the spellbook is what appears to be a name
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, minor illusion, prestidigitation
1st
scholar’s pack. A manual of golems (clay) lies open on his desk next to a spellbook containing all the spells he has prepared. On the inside back cover of the spellbook is what appears to be a name
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
while the amulet and guardian are within 10 feet of each other. The amulet otherwise functions as described in the shield guardian’s entry in Monster Manual. Books. The simulacrum has been picking
aura spell that conceals its magical nature. If a successful dispel magic is cast on the altar (DC 18), followed by a detect magic spell or similar magic, it radiates an aura of illusion magic. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
while the amulet and guardian are within 10 feet of each other. The amulet otherwise functions as described in the shield guardian’s entry in Monster Manual. Books. The simulacrum has been picking
aura spell that conceals its magical nature. If a successful dispel magic is cast on the altar (DC 18), followed by a detect magic spell or similar magic, it radiates an aura of illusion magic. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
instead of the effects described in the Monster Manual: Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at
every opportunity. Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
instead of the effects described in the Monster Manual: Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at
every opportunity. Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the feast.
The gaunt gentleman is Mister Threadneedle, the Sewn Sisters’ manservant. A detect magic spell or similar effect reveals an aura of illusion magic around him. A successful dispel magic
(DC 16) reveals his true form. Mister Threadneedle is a scarecrow disguised with magic to appear human. In a pocket, he carries the Sewn Sisters’ hag eye (see the “Hags” entry in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the feast.
The gaunt gentleman is Mister Threadneedle, the Sewn Sisters’ manservant. A detect magic spell or similar effect reveals an aura of illusion magic around him. A successful dispel magic
(DC 16) reveals his true form. Mister Threadneedle is a scarecrow disguised with magic to appear human. In a pocket, he carries the Sewn Sisters’ hag eye (see the “Hags” entry in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook. Avarice’s
illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook. Avarice’s
illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
claiming Sylvarie’s temple and making it a base for their nefarious plans. The hags use their powers of illusion to pose as three elf sisters named Morganna, Azirssa, and Greensong. They are
, as described in the “Hag Covens” sidebar in the Monster Manual. The green hags use the following list of spells for their Shared Spellcasting trait, replacing the suggested spells:
1st level (4
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
claiming Sylvarie’s temple and making it a base for their nefarious plans. The hags use their powers of illusion to pose as three elf sisters named Morganna, Azirssa, and Greensong. They are
, as described in the “Hag Covens” sidebar in the Monster Manual. The green hags use the following list of spells for their Shared Spellcasting trait, replacing the suggested spells:
1st level (4