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Returning 35 results for 'sensor spell'.
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senses spell
sensory spell
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You
can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t need to concentration;concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can’t cast Suggestion in this way again until the next dawn.
Magic Items
Dungeon Master’s Guide
creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.
Crystal Ball
of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.
Magic Items
Dungeon Master’s Guide
sensor. You don’t need to concentration;concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell’s
Spells
Player’s Handbook
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
Spells
Player’s Handbook
, and you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor
as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist
Clairvoyance
Legacy
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Spells
Basic Rules (2014)
a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
Scrying
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor
creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Spells
Xanathar's Guide to Everything
is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you
Monsters
Waterdeep: Dungeon of the Mad Mage
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of
it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its
Crystal Ball Wondrous item, very rare or legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this suggestion to maintain it during its
Crystal Ball Wondrous item, very rare or legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target
or other likeness −2 Garment or other possession −4 Body part, lock of hair, or bit of nail −10 On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.
Crystal Ball of
can see within 30 feet of the spell’s sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this Suggestion to maintain it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of
it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell’s sensor. You don’t need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends. Crystal Ball of Telepathy Wondrous Item, Legendary
spell’s sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this Suggestion to maintain it during its duration, but it ends if
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target
or other likeness −2 Garment or other possession −4 Body part, lock of hair, or bit of nail −10 On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose
: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose
: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if
) Duration: 8 hours This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The slaad’s master watches the battle unfold through an invisible scrying sensor like the one created by a scrying spell. If the characters defeat the slaad, a magically altered voice issues from the
the gem to command the slaad to slip aboard the Concordant Express and kill the characters on sight. The slaad loathes being surrounded by modrons on the train and fights to the death. Scrying Sensor
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
access to the observatory, damselfly bay, and inner core. A yellow key card unlocks yellow, blue, and red doors. Casting a Knock spell on a red door’s lock suppresses the lock for 10 minutes, casting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Banishment Same as banishing smite. Clairvoyance This spell fails if the sensor is meant to appear inside the tomb. Commune This spell returns no answer if cast in the tomb. Dimension door Same as
Spell Restrictions Many spells have altered effects when cast in the Tomb of the Nine Gods, including spells cast from magic items or artifacts, and class abilities that duplicate the effects of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen
location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. Vengeful Ancestors At 14th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can end the gas’s effect on itself by finishing a short rest in a location with clean air. A lesser restoration spell or similar magic also ends the effect on a creature. 20a. Halaster’s Watching! The
characters encounter one of Halaster’s scrying eyes (see “Halaster’s Lair”) in this otherwise empty cave. The scrying sensor watches them until they leave, then disappears. 20b. Poisoned Miners Three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The eyestalk can’t be damaged but is destroyed by a dispel magic spell. The sensor is suppressed within the area of an antimagic field. Secret Door. The secret door can be found with a successful DC
eyestalk (scrying sensor) protruding from the ceiling directly in front of the double door to the south. A secret door is hidden in the west wall. Blinking Eyes. The blinking eye carvings are slightly
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
circle on the floor is a permanent teleportation circle (see the Teleportation Circle spell in the Player’s Handbook). S16: Collapsed Balcony Part of the balcony has collapsed at this point, creating
message into Modron. Create Sensor. You create an invisible sensor in one of the following locations (your choice): the atrium (area S2), fountain court (area S3), merchants’ concourse (area S7), Astral
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
face, which is 12 feet tall and 10 feet wide, represents the sea goddess Umberlee. It radiates an aura of transmutation magic under the scrutiny of a detect magic spell or similar effect. When a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spell out “Old Xoblob Shop.” If the characters check out the shop, continue with “Old Xoblob Shop.” If they don’t, they find the tavern without further incident; see “The Skewered Dragon” below. Old
world!”
The shop is named after the stuffed beholder in the window — a fixture that is actually a magical sensor, through which Xanathar can peer whenever it wishes. The shopkeeper is a wizened deep
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
throne.
Gar Shatterkeel uses this chamber as his personal retreat, where he reflects on the future of his cult. The water here radiates divination magic under the scrutiny of a detect magic spell. Once
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
their rebellion against Ozzadraz. Touching either sarcophagus casts the Speak with Dead spell, targeting the corpse within. The carved face on the sarcophagus animates as if it were the speaking
half as much damage on a successful one. At the same time, an Invisible sensor appears before the statue’s face, showing Xabazhut the room as if he had cast Clairvoyance. The Large statue has AC 17, HP
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
Dungeon Master’s Guide. The chest weighs 500 pounds and has an arcane lock spell cast on it. Way Inn Southeast of Daggerford, the Trade Way runs right through the middle of Way Inn, a small village






