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Returning 30 results for 'switch of read during verbal'.
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switch of read during verdan
smith of read during verbal
Magic Items
Dungeon Master’s Guide
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Couatl
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.Bite
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
at Turbine Heights, read the following text: The streets of this district are filled with steam. Through the haze, you can see bright streetlamps and abandoned buildings. Every fifteen seconds, a bolt
map are several switches: one for every bridge and district, one for the Slagline (see “General Features”), and one for the power station. All are described below: Bridge Switches. There’s one switch
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical
.
Spellcasting. The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). It needs only verbal components to cast its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arcane Focus. In addition, while holding the tome, you can take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components
. Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can
remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
destroy the fort. Reconnaissance Wheelwatch Outpost lies south of where the streams known as the Gravel Run and the Raiding Rill meet. Read the following description when the characters come within sight
determine that patrols in the corner towers switch watch duty every six hours, and they can make a DC 14 Intelligence (Investigation) check to estimate how many Dragon Army soldiers are in the fort. On a
Magic Items
Infernal Machine Rebuild
any text.
You lose the ability to speak any language. This has no effect on casting spells with verbal components.
31
You can cast the speak with plants spell three times.
Your skin turns
attack or cast a spell, you become visible if you move into bright light. You can use this property three times.
While in bright light, you have disadvantage on initiative rolls.
69
You can read
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that request verbally or mentally. (The magic of the statue can assess text such as verbal curses that present a danger if read aloud, and the statue ignores requests to read such text.) Cleaning up
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
between a god and a demon lord. The victors of this match claim a priceless trophy: the fate of an innocent soul. The encounter begins when the characters happen on the playing field. Read the following
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Mission Briefing The characters arrive with another squad of six cadets, including Miken Haverstance. Read or paraphrase the following: You arrive at the Simulations Deck at the same time as another
operates the training ship’s rigging and shipboard weapons. The ship’s Captain can switch to this role as necessary. Spelljammer (Mandatory). A team member in this role pilots the training ship using
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters enter the temple, read: Pushing your way into the temple through the crowd of onlookers, you see an elf priest presiding over the figure of the late emperor, whose body floats in an azure
refute their arguments. You can run this scenario as a tense series of verbal thrusts and parries, with Xedalli prompting the characters as needed to recount the various episodes of their mission and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise
end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest. Languages. You can speak, read, and write Common and Leonin.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
40-foot-high, 1-inch-thick dome of opaque necrotic energy erupts from the middle of the moat to enclose the ruined fortress (area N6). When the dome appears, read the following: A wall of writhing
) check. If the check succeeds, the character can switch the requisite damage type from radiant to another type chosen from the following list: acid, bludgeoning, cold, fire, force, lightning, piercing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can’t be contacted telepathically unless she allows such
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison
sense its emotions, read its thoughts, or detect its location.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might switch names freely as they shift gender identities. Female Names: Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra Male Names: Bysseus, Cetos
the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
3rd-level evocation
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hall of Illusions A glass cabinet stands near the entrance to this tent. If the characters approach it, read the following boxed text aloud. If they investigate the tent first, skip ahead to
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The jar is used to record others’ stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back
is only as good as their word, and you feel compelled to keep others honest.
8 You can’t read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition. Covens. An annis hag that is part of a coven (see the “Hag Covens” sidebar
frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Thornapple Once things are under control in the market, the characters can continue to the Thornapple. When they enter, read the following description: Although the building is packed with people
, Nargis took great pride in the city’s success, but the attack on Zenia threatens to expose their lies. Nargis is a stylishly dressed, middle-aged orc with a stout build. They switch between a posh
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hostel and the tower. A jetty lies just north of the outpost. When the characters arrive at the outpost, read or paraphrase the following text: A drab building of gray stone overlooks the steps
guards from area T3, those guards line up along the east wall for the duration of the ceremony, which begins shortly after the characters enter. Answering Ceremony. Read or paraphrase the following
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components. Level 6: Clairvoyant Combatant When you form a telepathic bond
and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell. Level 10: Thought Shield Your thoughts can’t be read by telepathy or other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
characters from getting across the bridge. If any of the party members have darkvision or a means of illuminating the far side, read: Two brutish humanoids stand watch on the other side of the crevasse
the stairs, then switch to greataxes and move up to block the stairways. Development. If the characters dispose of the sentries in area 1 quietly, the orcs in area 4 might not notice them. Characters
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
recharged by touching it and expending a spell slot of 1st level or higher. Once the carts have been recharged, a character can pull a track switch and transfer the fixed mine carts onto the main track
character can read Dwarvish, the character makes this check with advantage since the door’s magical runes are of dwarven origin. The lock is a Small magical object that has AC 12, 30 hit points, and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
blinded condition. 3 The target’s feet become heavy, fluid-filled sacs, reducing its walking speed by 10 feet. 4 The target’s mouth vanishes, preventing it from speaking or casting spells with verbal
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a natural cavern under Oztocan. Torches light the tunnel at 10-foot intervals. When the characters reach the cavern, read the following: Dampness hangs in the air, and fungus clings to the walls of
wraiths emerge from the caskets that line the central wall. The wraiths don’t respond to verbal entreaties and can’t leave the crypt, but they attack anyone who sets foot inside. Rilago’s Ghost. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. When the characters enter or peer inside a kitchen, read or paraphrase the following text: The floor of this futuristic kitchen is stained with the grimy outlines of equipment removed from the area
-off switch, a toggle for zooming in and out, and dials to cycle through the ship’s rooms. As an action, a character can adjust the dials to glimpse the contents of another room on this level. Have the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
through Undermountain and Skullport, which is described in Waterdeep: Dungeon of the Mad Mage. When the characters find the staircase, read: The walls of this narrow, spiraling staircase are carved with
swing open into area X16. Characters can find the secret door and the switch with a successful DC 15 Wisdom (Perception) check. X18. Audience Chamber Xanathar greets visitors and makes speeches to its