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Returning 23 results for 'school of rites dispelled variant'.
Spells
Player’s Handbook
. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target
effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Nystul's Magic Aura
Legacy
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Spells
Player’s Handbook (2014)
for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect
school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.Mask. You change the way the target appears to
Arcanist's Magic Aura
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that
detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic
Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
the wyrmling brings the hag “visitors” by capsizing fishing boats.
2
A school of hunter shark;hunter sharks try to drive a dragon turtle wyrmling out of their waters.
3
A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Spells The Spells table shows which classes can cast the spells in this section and the levels of those spells. The table also notes the school of magic of each spell. Spells Level Spell School
you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. Warp Sense 2nd-Level Divination Casting Time: 1 action Range: Self Components: V, S, M (a razorvine
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear
magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell on the same target every day for 30 days, the illusion lasts until dispelled. Mask (Creature). Choose a creature type other than the target’s actual type. Spells and other magical effects treat
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
magical rites for the next 7 days. At the end of that period, you gain a special Charm (see “Supernatural Gifts” in the Dungeon Master’s Guide) called a Manifest Charm, which lasts until you use it
. You don’t need to be in the Bastion while the rites are performed to gain their benefit. The effects of the Charm depend on the facility’s linked plane: Daanvi, the Perfect Order. You can expend the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Devil Devil. Beyond the illusory wall waits a bone devil armed with a hooked polearm (see the “Variant: Bone Devil Polearm” sidebar in the “Devils” entry in the Monster Manual).
Statue. A raised stone
hooked polearm behind. 47c. Dweomercore’s Vault Stacked against the south wall are seven iron chests that hold Dweomercore’s operating funds (used to pay guest instructors, purchase school supplies, and so
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
days equal to his or her current renown multiplied by 10, the character’s renown increases by 1. Performing Sacred Rites A pious character can spend time between adventures performing sacred rites in
a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer. A character who is a priest in the temple can lead these rites, which might
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
speaks the same language as any creature that converses with it. He can’t attack or be damaged, and he can’t be dispelled. Iriolarthas created Everlast to aid him and his apprentices in their doomed
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures that enter the room using their Psychic Crush action option (see the “Variant: Psychic Gray Oozes” sidebar in the “Oozes” entry in the Monster Manual). While contained in the altar, the oozes
pounds or less that is left unattended atop the altar rises until it is levitating 1 foot above the surface. This levitation field can’t be dispelled but is suppressed in an antimagic field. If a humanoid
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
, except to offer a ladder that can reach the second-floor balcony and window. Area 2: Entrance Hall The front door to Anton’s townhouse has a traditional lock and a unique variant of the Arcane Lock
spell. A rune on the lock matches the one on Anton’s dagger, and the Arcane Lock effect is dispelled if the dagger is within 5 feet of the door. With the magical lock disabled, as a Utilize action, a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
, hypnotic pattern
4th level (1 slot): fire shield (see Wreathed in Flame)
Wreathed in Flame. For the flamewrath, the warm version of the fire shield spell has a duration of “until dispelled.” The
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
and hot stew mingles with unusual spices and perfumes. Hijinks. Unless already dispelled, a pair of old umbrellas and a dented bucket sit propped below the business sign to catch the acidic drips to
quickly. Enough for us to retire.”
“With enough left over for me to go to school,” Caset finishes.
Caset (Medium, Chaotic Neutral Spy) and Chase (Medium, Chaotic Neutral Tough) can offer the following
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bolted to the wall across from some sort of large glass device hints at the horrid rites that must once have taken place here.
The wall murals can be deciphered with a successful DC 12 Wisdom
information. If the steam mephits are released, they might try to immediately escape (a 50 percent chance), but they otherwise attack everyone in the lab. A mind flayer arcanist (a variant creature in the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
companies — a career that began in rebellion against her stodgy family. Realizing that her family needed a long term source of financial support, Yvandre opened a sword-wielding school in a guest
house adjoining her family’s estate. The Rillyn School is about to graduate its first class of students, all of whom have trained with Yvandre for at least five years and have won her approval with their
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
-wielding school in a guest house adjoining her family’s estate. The Rillyn School is about to graduate its first class of students, all of whom have trained with Yvandre for at least five years and have
acclaim for the school. In the meantime, she continues to enroll young students, keeping those with promise and weeding out the rest. Some of those who failed to make the cut, embittered by their
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
successful DC 11 Strength (Athletics) check, or with a Knock spell or similar magic. This room is pitch dark.
The interior of each closet is filled with magical darkness that can’t be dispelled
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, all creatures in the garden are hostile toward the characters. S56a: Purple Blossoms. Three horrid plants (purple blossoms) lie in ambush near the paths. S56b: Scintillating Fish. A school of twenty
and scatter if approached. S57b: Thri-kreen Forest. Five thri-kreen and their leader, a psionic thri-kreen (a variant thri-kreen), hide in the canopies near this snaking pathway. The character with the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
has no substance and objects pass right through it. If the illusion is not dispelled (DC 16), it disappears after 5 minutes. The magic then resets, triggering again the next time one or more intruders
mechanisms are inaccessible; what’s needed here is a delicate touch and a keen ear. See the “Variant: Skills with Different Abilities” section in the Player’s Handbook for guidance on how one makes a