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                        Returning 4 results for 'spell all convicted'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , and other gear. Prisoners    d6 Prisoner 
     1  Noble convicted of slave trading (has served 1d6 years of a 10-year sentence) 
   2  Spy convicted of espionage (has served 1d6 years of a 10-year
                                                
                                            
                                                
                                                     sentence) 
   3  Assassin or noble convicted of conspiracy to murder members of a noble family (has served 1d20 years of a life sentence) 
   4  Famous adventurer convicted of reckless endangerment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
                                                
                                            
                                                
                                                    . A towerâs interior chamber is empty except for a wooden ladder that climbs to an iron hatch held shut by an arcane lock spell (see the âPrison Featuresâ section for more details). This hatch leads to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
                                                
                                            
                                                
                                                    . A towerâs interior chamber is empty except for a wooden ladder that climbs to an iron hatch held shut by an arcane lock spell (see the âPrison Featuresâ section for more details). This hatch leads to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     magic item (of the DMâs choice).  Arcane Matters  d10 Magical Event   1 You were charmed or frightened by a spell. 2 You were injured by the effect of a spell. 3 You witnessed a powerful spell being
                                                
                                            
                                                
                                                     cast by a cleric, a druid, a sorcerer, a warlock, or a wizard. 4 You drank a potion (of the DMâs choice). 5 You found a spell scroll (of the DMâs choice) and succeeded in casting the spell it
                                                
                                            
                                        






