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Returning 35 results for 'most shell with only arcane for for loud'.
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Spells
Player’s Handbook
held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
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
Bigby Presents: Glory of the Giants
egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration.
2
The gold shell encloses a candy egg.
3
The egg holds a small toy goose that makes a loud
’ property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more
Knock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
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
how new they are to the world. The Warforged Quirks table contains example quirks.
Warforged Quirks
d8
Quirk
1
You analyze — out loud — the potential threat posed by
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
Backgrounds
Guildmasters’ Guide to Ravnica
tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy
sparkles.
If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
The egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration. 2 The gold shell encloses a candy egg. 3 The egg holds a small toy goose that makes a loud honking
Giant Goose Giants keep geese as livestock for eggs and because geese make excellent sentries, protecting the giants’ property with their keen senses and loud voices. Not only are giant geese from
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
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->D&D Beyond Basic Rules
or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes
, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which
time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes
, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
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->Waterdeep: Dungeon of the Mad Mage
10. Arcane Display These areas have 20-foot-high, arched ceilings. 10a. Zigzagging Gallery Characters who make a loud racket in this hall attract the seven flameskulls in area 10b. The features of
additional weight before falling. Casting dispel magic on a chandelier causes it to go dark and fall to the floor with a loud crash. The paintings are stuck to the walls with sovereign glue and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dark. Suddenly, a loud voice booms out all around you in Undercommon: “Turn back or suffer a death so horrible you cannot imagine! You have been warned!”
The voice is actually a minor illusion cantrip
. If no one in the party understands Undercommon, the dire warning is just loud gibberish to them. The cantrip was cast by Hanne Hallen, a young drow allied with House Mizzrym. Hanne has the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast. The dodecahedron can be hurled up to 60 feet as an action. A random magical
creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour. Orb of Gonging. This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Old Owl Well, and that undead guardians have been posted to keep intruders out. The ruins are currently occupied by a wizard who is exploring the site in the hope of gleaning arcane lore left by its
old footpaths or scrambling up the slope and finding a gap in the surrounding walls of rubble. Mike Schley Map 3.1: Old Owl Well Twelve zombies lurk inside the crumbled shell of the old watchtower
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
top of the walls or flies beyond them is expelled from the maze, taking 22 (5d8) force damage and reappearing with a loud pop in an unoccupied space near the wall carving. Finding a Key. Any character
sarcophagus is filled with salt, within which are buried ten opalescent bracelets (75 gp each) made from the shell of a flail snail (Unkh’s animal form; see appendix D) and a robe of scintillating
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Antilife Shell Abjuration C Awaken Transmutation M Commune with Nature Divination R Cone of Cold Evocation — Conjure Elemental Conjuration C Contagion Necromancy — Geas Enchantment — Greater
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Antilife Shell Abjuration C Awaken Transmutation M Commune with Nature Divination R Cone of Cold Evocation — Conjure Elemental Conjuration C Contagion Necromancy — Geas Enchantment — Greater
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
area has four entry points, each with its own collection of items. The shadow demons in area T3E investigate any loud noises coming from the neighboring areas. T3A. Southeast Entrance The floor of this
is unlit and once held Murgaxor’s most prized arcane texts, most of which went with him to the Ruins of Caerdoon when he recently relocated there. The remaining texts—of which there are twelve stacked
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
chaotic to catastrophic — which suits the style of many Acquisitions Incorporated franchises alarmingly well. When a loud and emphatic marketing statement needs to be made using magic, trust a sorcerer
attention to themselves if things go bad. Focusing with Flair All sorcerers rely on an arcane focus through which they channel their magic, but traditional focuses lack a singular style. Staffs, orbs, wands
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
plaza, its four broken towers leaning inward. Faded pennants hang above the entrance, frozen stiff. A loud clatter resounds from within the hall.
This market hall once sold relics of arcane wonder
Arcane Octad (see "Rite of the Arcane Octad"), they must craft a wand from the wood of this tree. Gathering wood without waking the tree requires a successful DC 20 Dexterity (Stealth) check. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
psychic damage. Neither door has a lock. A similar hall stretches northward. The statue at the end of the north hall depicts a male storm giant blowing a pink and blue conch shell. Giant-sized doors to
geyser of steam shoots up from a vent in the bottom of the shallow basin, sending out a loud hissing noise as it erupts. Any creature in the small, circular room when the geyser erupts is engulfed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
egg is recovered. 12e. False Hoard Loud noises in this area alert the denizens of areas 12f and 13, who remain where they are but can’t be surprised. Illusion. A 20-foot-wide, 4-foot-high pile of
hoard are two male young red dragons named Blazutranc and Meteoranzym.
Tunnel. A wide tunnel strewn with cast-off red dragon scales breaks through the outer shell of the asteroid and forms a ledge
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a hill less than a quarter mile away. Parts of its conical roof and outer shell have fallen inward, leaving a gaping hole above which four hawks circle.
If the characters approach within a few
has her back to the upstairs window that faces east, and can’t see anyone approaching from that direction. Her incessant singing is so loud that she can’t hear anything but the loudest noises outside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of corpses. It feels cold to the touch. Magic Item’s History 1d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was
wealth. 4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties. 5 Loud. The item makes a loud noise—such as a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
this area, they hear three Bullywug Warriors approaching from area C3. Read or paraphrase the following: Slapping footsteps and gurgling voices emanate from a nearby path.
Loud, grumpy-sounding
demiplane’s curved outer shell. Scaly wings flex from the creature’s shoulders, and a single curved horn protrudes from the side of its head.
“Kelek, you fool!” says the fiendish figure. “You thought
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
who is busy exploring the site in the hope of gleaning arcane lore left behind by its builders. The characters can enter the site from any direction, either following old footpaths or scrambling up the
slope and finding a gap in the surrounding walls of rubble. Twelve zombies lurk inside the crumbled shell of the old watchtower and can’t be seen from outside. However, any character with a passive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
approaching. Only the howling of the skulls in area U2 or sounds of combat nearby are loud enough to be heard over the squawking. Inside each cage is a swarm of ravens that fiercely attacks Baba Lysaga and
her scarecrows if released. Each cage is held shut by one of Baba Lysaga’s arcane lock spells, and opening it requires a knock spell or a successful DC 20 Strength check. A character can also pick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
abuts the River Sargauth. Its floor is covered with wet black pebbles that crunch underfoot. The sound of footsteps on the pebbles is loud enough to alert the grimlocks in area 10b. 10b. Grimlocks
-drow, because Halaster has tasked them solely with ridding the Sargauth Level of the dark elves. The hags keep their affiliation with Halaster a secret and pretend to be harmless shell collectors with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, padlocks, and keys lie discarded on the floor outside them. Inside each cell are fragments of the shell of a bluish-white egg that must’ve been as large as a halfling. Any character who examines these
eggshells and succeeds on a DC 13 Intelligence (Nature) check concludes that they are white dragon eggs that hatched about three years ago. Any loud noise here, which could be from the opening of






