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Returning 20 results for 'spell slipped'.
Phantasmal Force
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Spells
Player’s Handbook (2014)
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
. Once the path is clear, they pass through areas 3 and 35 on their way to area 38. One of their kin, Vanar, arrived early to scout and has already slipped inside. The characters might encounter him and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and
other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
faerie fire spell cast on it might have disadvantage on checks made to escape because it’s much easier to spot. Escape doesn’t necessarily mean the quarry has outpaced its pursuers. For example, in an
urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the quarry’s ability to escape, at your discretion. For example, a quarry with a Faerie Fire spell cast on it might have Disadvantage on checks made to escape because it’s much easier to spot. If the
quarry has outpaced its pursuers. For example, in a city, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went. Designing Your Own Chase
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
demons slipped in as well. The demons killed the owner and left her remains on the first floor. The tower can’t be tipped over or otherwise moved from its position, and the arrow slits on each level are
too narrow for anything bigger than a Tiny creature to squeeze through. A character can learn the tower’s command words by casting an identify spell on it. The command word to open the front door or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family
all other spells and magical effects.
Innate Spellcasting. The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
appeared to me as bubbling blood. Lord Viallis stood next to it motionless, one of his vile books in hand, and muttered something I could not hear. I slipped away quickly, though I fear he might have
a ritual casting of the contact other plane spell, and can intuit that the runes Sarah has hastily copied are tied to an entity from the Outer Planes. Characters who do not recognize the circle can seek assistance from one of the Avowed to determine this information.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they must sneak a peek at her records, which she keeps in an iron safe that can be opened with a knock spell or similar magic. To pick the combination lock on the safe, a character must succeed on
characters leave the mausoleum, they are jumped by four duergar, members of the Xanathar Guild, who slipped past the cemetery guards using their invisibility. The leader, Gorath, accosts the characters in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and S7) where the characters can collect spell components for Professor Lang. Any character who ventures into the swamp on the west side of this islet stumbles into an area of quicksand. See chapter
.
This is one of the three islets (along with areas S2 and S7) where the characters can collect spell components for Professor Lang. Hiding behind the tree stump in the center of this islet are two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
). Due to a backup at the station, steam has overflowed into the streets of Turbine Heights. Consequently, the district is lightly obscured, as if by fog. A gust of wind spell rids a street of steam
destroy one of the clockwork defenders that attacked them, but the prisoners they were escorting slipped away (and ended up in area L3). Characters who search the corpses find a small ring of keys. These
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
oversees all of Blingdenstone’s mines, as well as the mining, cutting, and enchanting of spell gems (see appendix B), both for the settlement’s defense and for trade export. Stoneheart Enclave This group
earth elementals to help defend Blingdenstone. They also use their magic to aid in various engineering tasks, such as widening burrows, closing off tunnels, or establishing spell gem emplacements and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
slipped past the basilisk can use the mirror to reflect the basilisk’s gaze. Treasure. Characters who search the room thoroughly find a chest behind the bed. The chest has been made invisible by a spell
a small brass key (which unlocks the invisible chest in area P15) and a sealed scroll tube made of chardalyn (see the chardalyn sidebar). It contains a spell scroll of invisibility stamped into a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enough. She uses a sending spell to contact Manshoon as soon as the characters arrive. Manshoon sends his simulacrum (see appendix B) to unlock the door to area E2 and greet the new arrivals. It takes 1
minute for the simulacrum to arrive (from area E7), during which time Kaevja uses another sending spell to inform a random character that “Your gracious host is on the way, and looks forward to meeting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
knock spell or similar magic. Treasure. The eight red crystal eyes on the chest can be pried loose and are worth 5 gp each. Inside the chest are three shelves stacked vertically. The top shelf holds an
has slipped away to area 20i. If anyone other than a drow opens the door, the troglodytes seize the chance to escape. On their turn, they try to stampede their way to freedom and are loud enough to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
an alcove and putting on her Black Viper mask and hood. She is wearing a sleek black leather suit, and a frilly ball gown lies at her feet. Esvele has slipped away from her overbearing parents
mouth spell plays a recorded message in Common: “Which dance would you like? Galliard? Pavane? Waltz?” The construct follows its partner’s lead until the dance ends, when it becomes still again. Founders
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they can’t animate. The skeleton is unarmed and deals 1 bludgeoning damage on a hit. Any character who casts a speak with dead spell on Mirak’s skull and asks Mirak’s spirit how he died learns that
the circumstances leading up to it. Casting a greater restoration spell on Tolmara restores her sanity, whereupon she confesses to murdering her husband for being unfaithful. If the characters report
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gantries in 2 and 3 rounds, respectively. Releasing the catch on a winch requires a knock spell. A creature can also use its action to make a DC 15 Strength (Athletics) check, releasing the catch on a
pounds. Wooden poles stacked against the wall can be slipped through iron rings on the sides of the chest, making it easy for workers to transport it. The fire giant in area 21 carries the key to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
rat, which slipped into the pit to feed on the fresh goblin but was caught when the trap reset, attacks creatures inside the pit or climbs out to attack those nearby. Treasure. The goblin corpse has a
a single keyhole, situated in the rearing dragon’s open mouth.
Dragon Door. The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a glyph of warding spell. The glyph can be spotted by a character who makes a successful DC 15 Intelligence (Investigation) check while examining the floor in this area. The glyph is triggered
a crack in the wall. A rope, descending through a hole in the ceiling, is lashed to the peg.
Two sahuagin occupy this area.
Most of the guards stationed here have slipped away to watch the fight






