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Returning 35 results for 'most shell with only arcane for for look'.
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Species
Eberron: Forge of the Artificer
plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out an artifi cer to customize the
look of their face, limbs, and plating.
Warforged Traits
Creature Type: ConstructSize: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Feats
Eberron: Forge of the Artificer
level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this feat).
When you reach character level 3, you also always have the Arcane Lock spell
spell list.
Mark of Warding Spells
Spell Level
Spells
1
Armor of Agathys, Sanctuary
2
Knock, Nystul's Magic Aura
3
Glyph of Warding, Magic Circle
4
Leomund's Secret Chest, Mordenkainen's Faithful Hound
5
Antilife Shell
Monsters
Icewind Dale: Rime of the Frostmaiden
ground below.
A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That
shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish
Monsters
Icewind Dale: Rime of the Frostmaiden
abilities to manipulate and harm other creatures.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look
Monsters
Icewind Dale: Rime of the Frostmaiden
guards.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they
Monsters
Icewind Dale: Rime of the Frostmaiden
, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they are constructs. When one is
Monsters
Acquisitions Incorporated
the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler
live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the
Classes
Tasha’s Cauldron of Everything
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Classes
Tasha’s Cauldron of Everything
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak.
Arcane Magic Users
Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They
divination (to find raw materials and foresee threats to the tribe).
The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for
Warforged
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw
individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.
Quirks
Warforged often display an odd personality trait or two, given
Monsters
Storm King's Thunder
, cloudkill, disintegrate, etherealness, find the path (cast as 1 action), greater invisibility, haste, locate object, mass suggestion, mirage arcane (cast as 1 action), prismatic sprayKlauth can take 3
heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Spell Level Spells 1st alarm, armor of Agathys 2nd arcane lock, knock 3rd glyph of warding, magic circle 4th Leomund’s secret chest, Mordenkainen’s faithful hound 5th antilife shell
the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can’t cast that spell
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Spells
1st alarm, armor of Agathys
2nd arcane lock, knock
3rd glyph of warding, magic circle
4th Leomund’s secret chest, Mordenkainen’s faithful hound
5th antilife shell
alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it
Artificer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer
look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.
QUICK BUILD
You can make an
Monsters
Fizban's Treasury of Dragons
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
dragon wyrmling;topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Contagion
Geas
Greater Restoration
Transport via Plants
Wall of Thorns
Wind Walk
7th Level Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th Level Animal Shapes
Antipathy
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
4. Armory The armory door has an arcane lock spell cast on it. Officially, only Ras Nsi, Sekelok, and Fenthaza know the command phrase to bypass the spell (“white feather”). Speaking the command
the floor, and a shield made from the shell of a tortoise hangs on the far wall.
A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, “They will tell us
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Level
Conjure Fey
Find the Path
Heal
Heroes’ Feast
Move Earth
Sunbeam
Transport via Plants
Wall of Thorns
Wind Walk
7th Level
Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer’s body, giving it the look and texture of a stalactite. That shell protects a soft
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and four stone stools.
Pillars. Three stone pillars in the east side of the room are streaked with glittering mithral veins that look like lightning bolts shooting up from the floor. (Any attempt
battling a black pudding conceals the secret door in the north wall. Bloodstains mar the carving, making the dwarves look horribly wounded and giving the ooze a disgustingly realistic sheen. The secret door
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remain motionless unless they are attacked or combat erupts in this area, whereupon they fight as allies of the stone golems. The golems are hostile toward any creature that doesn’t look like Halaster or a
.
Fungus. A patch of glowing fungus sprouts from the east wall.
Giant Snail. In the northern part of the cave lurks Haungharassk, a magical snail as large as an elephant, with a shell of gleaming
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mirage Arcane 7th-level illusion Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirage Arcane Level 7 Illusion (Bard, Druid, Wizard) Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days
You make terrain in an area up to 1 mile square look, sound
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Mirage Arcane 7th-level illusion Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hanging from hooks on the wall. Some are bent and broken, while others are rusted beyond repair. The rest look serviceable.
One of the keys unlocks the pedestal in area 8C. If the characters know which
key to look for, they find it after a few minutes of searching. 8C. Chamber of Contemplation A statue of a giant snail looms before you. In place of antennae, it has five pseudopods ending in rocky
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
generations tend to look alike. That is why Ireena Kolyana looks exactly like Strahd’s beloved Tatyana—both women were born with the same soul. Strahd needs loyal subjects to feed his ego. Barovians without
soul or is merely a shell. If Strahd is defeated, the fog that surrounds Barovia fades away, allowing the inhabitants of the valley to leave if they wish. Only those who have souls, however, can truly leave this place. Soulless Barovians cease to exist as soon as they exit the valley.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
precious little about the specialties and subtleties of this class. Many flavors of fighter exist in the world, and all can fit into an Acquisitions Incorporated franchise in their own way. Arcane Archer
Those elves really know how to bring the hurt from a distance, don’t they? Fortunately for the arrow-slinging world, they were willing to share their arcane archery knowledge with friends, and now every
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y5. Wall of Fog Yester Hill gets its name from a strange phenomenon that can be observed by anyone who looks into the mists from the hilltop or the western hillside: As you look west into the curtain
futures, and with proper preparation, a seeker could go on a vision quest within it. Some students of the arcane contend that the Dark Powers took a bit of that fog and twisted it to create the mists of Barovia, and that perhaps Strahd’s domain is just a dark memory in the Whispering Wall.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
serves one of the demon lords and turns against the adventurers. If any of the party’s drow pursuers survived from the previous chapter, they might slip into Gauntlgrym and look to slay their quarry
regarding the looming threat. The doppelganger might serve a faction of the Underdark or a surface world faction Bruenor didn’t invite (such as the Arcane Brotherhood or the Red Wizards of Thay), or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Defensive spells, arcane travel rituals, eldritch utility magic — a wizard does it all. Plus, they’ll blow things up when needed. And not surprisingly, things in an Acq Inc campaign need to get blown up a lot
. It’s easy to make the case that arcane magic is the most valuable component in any franchise business plan or strategic road map. And as a wizard, you’re the premium vendor of advantageous arcane






