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Returning 35 results for 'mechanus scatter with only are from for light'.
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Magic Items
Dungeon Master’s Guide
. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mechanus Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. On Mechanus, law is reflected in a realm
perfect order, and “I” is ultimately subsumed into “we.” An adventure on Mechanus might lead characters to examine their individual egos in the light of the adventuring party. It might challenge a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
brighten as a brilliant light streaks across the heavens and plummets to the earth. As the falling star lands in the mountains ahead, a distant rumble accompanies the impact, causing flocks of birds
to scatter from the hills.
The falling star’s glittering trail briefly lingers in the air. Though the characters can’t determine exactly where the star landed, they can tell from the map that it fell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(enchantment)
Wall of light (evocation)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind
(transmutation)
Mental prison (illusion)
Scatter (conjuration)
Soul cage (necromancy)
7th Level
Crown of stars (evocation)
Power word pain (enchantment)
8th Level
Maddening darkness (evocation)
9th Level
Psychic scream (enchantment)
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Automata Gate Destination: Clockwork Nirvana of Mechanus Primary Citizens: Modrons Rulers: Council of Order Automata is a machine of law and order. The town’s geography is as rigid as its bureaucracy
Cycle, the time it takes for the largest gear in Mechanus to complete a single rotation. However, on at least one occasion, the march came early, and legions of modrons wreaked widespread havoc as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius
. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius
. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Enervation (necromancy)
Far step (conjuration)
Immolation (evocation)
Skill empowerment (transmutation)
Synaptic static (enchantment)
Wall of light (evocation)
6th Level
Investiture of
flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind (transmutation)
Mental prison (illusion)
Scatter (conjuration)
7th Level
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
overhead. Intellect snares (see appendix A) scooped up by the Nematode during its flight rain down in the darkness. The intellect snares begin hunting townspeople in their sleep and scatter before the
alarm is raised. The characters must spend the predawn hours hunting down the predatory intellect snares and saving the town. The true scope of the danger dawns as the morning light illuminates the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(transmutation)
Wall of light (evocation)
6th Level
Create homunculus (transmutation)
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation
)
Investiture of wind (transmutation)
Mental prison (illusion)
Scatter (conjuration)
Soul cage (necromancy)
Tenser’s transformation (transmutation)
7th Level
Crown of stars (evocation
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Planar Effects The Concordant Express moves across the known planes of existence by passing through invisible portals only the train’s sapient Engine Car can find. The train’s next stop is Mechanus
deafened. Outside the train, bright light becomes dim light, and dim light becomes darkness. 6 Ysgard. Silent, spectral warriors from Valhalla fly around the train on ghostly chariots pulled by ghostly steeds. Any creature aboard the train that would be reduced to 0 hit points drops to 1 hit point instead.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
swords Then charge into the hellish fray And scatter devil hordes. O sing a song of Elturel And when the night does fall Sleep safe beneath Companion’s light Until the dawn does call. We’re bound by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cog rises from the water, with two matching cogs connected to it. Rusty metal conduits stretch from the cavern walls to the cogs. The water of the lake is slimy, with pinpricks of phosphorescent light
happens automatically in 1d4 minutes. The lights at the bottom of the lake are phosphorescent crabs that feed on the muck. Each crab sheds dim light in a 5-foot radius but stops glowing 10 minutes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
presented in episode 4. Modron in Need The pentadrone Stevie wants to travel back to Mechanus, and the characters could assist by using downtime or franchise tasks to make that happen. Research or
schmoozing might gain information from knowledgeable sages regarding existing portals to Mechanus, or unique rituals that can open a temporary portal. If the characters are successful in helping Stevie get
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
highest shelves. Continual flame spells light the well-traveled areas, and the Avowed employ driftglobes when visiting remote sections. An intricate arrangement of mounted mirrors lights the upper reaches
Mechanus. The Avowed struck a deal with the creatures, and they’ve been part of the library staff ever since. Working alongside the Avowed, the modrons catalog and shelve books, though each of them can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, lawful creatures in this area have disadvantage on Wisdom checks. Gravity. Gravity in the Inverse pulls toward an invisible, horizontal plane 30 feet below the surface. Light. The tunnels and chambers of
the Inverse are dark unless otherwise noted. Locals carry their own light sources as necessary. Seeds of Chaos The residents of the Inverse are largely freethinkers and anarchists, with a smattering
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
sits in the middle of the chamber. A sliver of light streaming down on it from a hole in the cavern’s ceiling gives it a dark-blue sheen. Hovering near the meteorite are two identical creatures, each
features: Exits. The cavern has multiple exits that lead deeper into the vast network of tunnels and caves that riddle the Spindle. Light. The cavern is dimly lit by the precious little sunlight streams
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
By the lift’s interior light, you can see into a vast, unlit cavern strewn with broken stonework from ancient buildings as far as you can see in every direction. The air is stale, and filled with
scatter to other parts of the Cogs, grateful for the rescue. They might assist the party in a future adventure if you so choose. Caden d’Orien Caden d’Orien (noncombatant) is kept manacled hand and foot
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and attack. When a mezzoloth dies, its body transforms into wisps of oily smoke, though its trident remains. Mechanus Wardrobe This door is carved to depict the face of an ornate clock. When the door
cemetery, its canted tombstones shrouded in fog. Eerie, hungry shapes move among the graves in the distance. Suddenly, bright glowing balls of light appear in the room behind you.
Opening the wardrobe
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the chaotic plane of Limbo 34–36 Ticking portal formed from hundreds of gears Dusty archives in Mechanus, a plane of absolute law and order 37–39 Stained-glass door on a landing of pure light Gleaming
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wisps of white and gray streaking among motes of light—the distant stars of far-flung Wildspace systems. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the
petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, each one fitted with a large, gear-shaped keyhole. Pale light shines through paper-thin gaps around the doors, but not the keyholes.
A stocky angel with cerulean skin and a pointed helmet leans
wings. Omid has orders to deliver the Stranger safely to Mechanus, where judgment awaits. The deva’s glowing mace is reminiscent of a large key. The head of the mace lines up neatly with the gear
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light. See the Invisible. You can see any Invisible creature within 60 feet of
arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
features. Light. The basement is dark. Torch sconces and hooks for lanterns can be found in each room, but no lanterns or torches are present. Ceiling. The ceilings in areas 1 through 3 are 10 feet high and
with a faint light. As one of the creatures shuffles through the ten-foot-wide gap between the two walls, it begins to glow as the walls do.
Creatures. The opening of the door has activated three
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Magic Item Descriptions The following magic items are presented in alphabetical order. Antimagic Armor Armor (Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you
Armor of Weightlessness Armor (Light, Medium, or Heavy), Uncommon (Requires Attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters can sneak past the troglodytes with a successful DC 15 Dexterity (Stealth) group check. Characters carrying a light source have disadvantage on this check. If combat breaks out here, the
worn smooth, rise from the center of this large cave. Baleful crimson light leaks from cracks in the jagged pillars, casting an eerie glow on the cave.
Four barlguras lair in this dimly lit cave. Each
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
DC 16 Intelligence (Investigation) check, cast serious doubt on the map’s accuracy. Cabin C. Meldar and Ignatius share this cabin, which contains nothing incriminating. Its occupants travel light
Ignatius confining Vern to his cabin until the authorities in Mechanus remove the cambion from the train. If the characters don’t have the means to raise Quintus from the dead, Ignatius suggests they
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
and kindly monodrone modron, Gearbox has been sent as an agent of Mechanus to investigate Kwalish’s works and experiments. Its mechanical body has been programmed with several unique utility powers
Xanathar’s Guide to Everything), to cast the light cantrip at will, and to grant other characters advantage on Dexterity checks made with thieves’ tools and on ability checks made to identify or operate
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
water. The air is damp, and the walls are covered with slimy green moss.
Dim light streams from an archway near the top of one side of the shaft. A narrow, roaring waterfall pours from the archway into
This long hallway rises steadily toward area P32. Bright light shines from the hallway’s southern end. Water of Athis. An aqueduct carries the water of Athis (see the “Pyramid Features” section) from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
together. Each bat uses the gas spore stat block, but its size is Tiny. The bats ignore most entrants but abhor light. If the characters enter with a source of bright light or activate the room’s
, otherworldly garden. A second wall encircles a smaller botanical sanctuary within.
Strange trees abloom with bizarre flowers climb toward an artificial light source high above. The calls of unknown
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
but functional, is worth 250 gp. G23: Stolen Goods Deep scrapes crisscross the floor of this spacious room, and wood shavings scatter the perimeter. A string of oil lanterns dangles from the ceiling
jar carved in the shape of a skull. Buried in the ashes of the hearth is a spare shortsword covered with soot.
Leather Trunk. This trunk holds a spare, loaded light crossbow under some linens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
who seek to ward off illness Reptilian eye within a horizontal diamond Istus, Weaver of Our Fate* Mechanus Seers, advisers Spindle with three strands Iuz the Evil† Material Plane His subjects and
Sun Pholtus of the Blinding Light Arcadia Judges, lawyers, arbiters Silver sun partially eclipsed by a crescent moon Ralishaz, the Unlooked For Limbo Gamblers Three bone fate-casting sticks Rao, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
cranium rats. Damp rags and swollen planks cover broken windows, blotting what little light ekes through the ward’s perpetual fog. Of all the wards in Sigil, the Hive Ward has the least oversight
with a tiny cog for a cap. When placed on a flat surface, the cap rotates like the gears of Mechanus. Golden Gout. Imported from the Nine Hells, this spiced whiskey burns all the way down. Imbibers
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh
light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of






