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Returning 35 results for 'mdash some with opens aspire for for located'.
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mdash some with open aside for for located
mdash some with open admire for for locked
Spells
Player’s Handbook
that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
Magic Items
Dungeon Master’s Guide
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
Magic Items
Dungeon Master’s Guide
1d100 (13-Card Deck)
1d100 (22-Card Deck)
Card
—
01–05
Balance
—
06–10
Comet
—
11–14
Donjon
01–08
15–18
Euryale
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
Magic Items
Dungeon Master’s Guide
successful save, the Fiend can’t try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).
When the tome is discovered, it has 1d4 Fiends occupying its pages&mdash
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to
Monsters
Van Richten’s Guide to Ravenloft
sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which
Monsters
Mordenkainen Presents: Monsters of the Multiverse
obstacles.
Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of
Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue
Monsters
Candlekeep Mysteries
decade ago, during a time when the boundaries between the planes thinned, the hags became aware of the magic spring controlled by Sylvarie—and decided to control and corrupt it for their own purposes
, and Greensong. They are typically found in the bathhouse by day and in their tower lair at night. Each hag carries a master key that opens all the doors in the bathhouse and the tower.
Species
Eberron: Rising from the Last War
.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to
assassins within House Phiarlan. Only special clients—nobles, merchant lords, and the like—have access to these spies.
Toward the end of the Last War, a bitter feud broke out between the
Magic Items
Tasha’s Cauldron of Everything
crew compartment within, from which up to two Medium creatures can control it—and potentially execute a spree of unstoppable destruction.
Tales of the servant’s origins involve more
hatch also opens it until the start of the caster’s next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from
Magic Items
Tasha’s Cauldron of Everything
wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the
crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact’s bearers realize its full threat, few risk using the Crook of Rao&mdash
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Abyssal Rift"}. Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must
Oerth as Iggwilv the Witch Queen, a peerless wizard and conqueror. It was she who wrote the Demonomicon of Iggwilv—the greatest of all treatises on the Abyss and its demonic inhabitants. (The book
Monsters
Eberron: Rising from the Last War
initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
An eye opens on a solid surface within 60 feet of
“I perceive certain types of people — vocations or entire societies — as hideous monsters.”
3
“Someone is watching everything I do.”
4
“When I
Monsters
Fizban's Treasury of Dragons
ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and
the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
on a geographical feature located in or near the clan’s territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
Tabaxi Names: Cloud on the Mountaintop (Cloud
Backgrounds
Baldur’s Gate: Descent into Avernus
It’s said that every faith in the world has a believer in Baldur’s Gate. Not only are most established faiths tolerated — even if some of them, including most of the openly evil
faiths, are relegated to the Outer City’s Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
first rod piece, the portal opens near where the second piece is located, but it’s up to the characters to find exactly where the piece is ensconced.
Kobold
Legacy
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
;Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures — or, when they live on their own, they are constantly fearful of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
49. Arch Gate to Level 14 Arch. A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Secret Door. A secret door opens into a dusty
book turns to dust as the gate opens, even if it is a spellbook. Characters must be 13th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the
Backgrounds
Guildmasters’ Guide to Ravnica
to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
east wall has an image of an open book carved into its keystone.
Secret Door. A secret door in the north wall opens into a dusty, web-choked passage between this room and area 24.
Arch Gate to
turns to dust as the gate opens, even if it is a spellbook. Characters must be 10th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
object that weighs 500 pounds. Arch Gate The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when a real or illusory dragon touches the arch. An
artistic rendering of a dragon, such as a dragon-shaped figurine or a drawing of a dragon, also opens the gate. Characters must be 13th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spike) reduces the item to powdered rust and opens the gate for 1 minute. Characters must be 6th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass
through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 20c on level 2, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
above it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If the elf figurine taken from Skella in area 15a is touched to the sun symbol, the gate opens for 1 minute
passes through the gate appears in area 10 on level 4, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic gates (see “Gates”). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
(see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 29 on level 7, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 8b on level 17, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Book’s Demiplane Anyone who opens Lore of Lurue and begins to read it, and those who accompany the reader, become subject to the book’s unique enchantment, which was placed upon it by Ecamane
Truesilver shortly before his death in 712 DR. The geography of the demiplane to which the book permits access bears some resemblance to the area of Faerûn near where Silverymoon is located today
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
creature that passes through the gate appears in area 34b on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
that passes through the gate appears in area 42 on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
opens for 1 minute. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes
”). A creature that passes through the gate appears in area 16 on level 11, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the arch falls within the spell’s area, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through
the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
through the gate appears in area 6i on level 5, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
keystone. Its rules are as follows: The gate opens for 1 minute if a creature stands within 5 feet of the arch and either sings a D note or plays a D note on a musical instrument. Characters must be 12th
appears in area 7b on level 13, in the closest unoccupied space next to the identical gate located there. South Arch Gate. This arch is another of Halaster’s gates, its sides carved in the form of






