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                        Returning 9 results for 'speaking sphere'.
                    
                
                        
                            
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                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Lorehold apprentice;apprentices and then as pledgemagesâstudy the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though
                                                
                                            
                                                
                                                    , shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemageâs next turn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     (Survival) check notice the haze growing thicker and more pungent. If the characters notice, they can avoid the miasma by rushing out of the area. If they donât, a toxic, 20-foot-radius sphere surrounds a
                                                
                                            
                                                
                                                     random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     can respond by standing before his sphere and speaking. When he does, his helmeted face manifests, but itâs composed of the sphereâs silvery goo. (For more about Lord Soth, see appendix B.) Unknown to
                                                
                                            
                                                
                                                     fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     unlocked without first speaking the password, a magical glyph inside the drawer triggers, erupting with lightning in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving
                                                
                                            
                                                
                                                     either direction, one must first say the password (âapogeeâ), which is known only to the towerâs stewards. If the door is opened without the password, flame erupts in a 10-foot-radius sphere centered on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 6d6
                                                
                                            
                                                
                                                     throw this card to an unoccupied space on the ground within 60 feet of yourself while speaking a command word, whereupon the card magically transforms into a deck defender (see chapter 9 for its stat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     piles of dusty scrolls, Lorehold studentsâfirst as apprentices and then as pledgemagesâstudy the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover
                                                
                                            
                                                
                                                     sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemageâs next turn.
 Reactions
 Learn from the Past (2/Day). When another creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
                                                
                                            
                                                
                                                     about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     blinded condition. 3 The targetâs feet become heavy, fluid-filled sacs, reducing its walking speed by 10 feet. 4 The targetâs mouth vanishes, preventing it from speaking or casting spells with verbal
                                                
                                            
                                                
                                                     in the vestibules (see area G19) are teleported to these intersections. G21: Inner Sphere Axel Defois  Great iron doors mark the entrance
 to the Witch Queenâs inner sanctum This chamber is bathed in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     there. The base of each statue contains a ladder down to the storeroom (area B2) and up into the statue above, which is also hollow. Each statue contains a speaking tube, as well as a series of rusty
                                                
                                            
                                                
                                                     worth 50 gp each. The holy symbolâwhich honors the elder evil Zargonâhouses a smooth sphere of yellow jasper worth 25 gp. B18: Chamber of Usamigaras Jaqueline Florencio  Through a starry ritual, the
                                                
                                            
                                        






