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Returning 35 results for 'this follows detect'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: alter self, major image
3/day each: charm person, detect
work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by
Monsters
Quests from the Infinite Staircase
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
W6. Prison (p. 144) In the “Prisoners” subsection, the first paragraph now reads as follows: Four prisoners are here and awaiting their fate as sacrifices. The prisoners include two Waterdhavian
holds nine yellow seeds. Under the scrutiny of a detect magic spell, each seed radiates an aura of conjuration magic. Plating a seed in fertile earth causes it grow into an awakened tree after 1d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
38. Guest Quarters Arcturia keeps this room for special guests, such as Halaster or visiting wizards who have magic to trade. Its features are as follows: Furnishings. A large canopied bed dominates
features, resembling a blank-faced humanoid. A detect magic spell reveals an aura of transmutation magic around the statue, which alters its form to mimic the appearance of any Small or Medium humanoid that
Magic Items
Infernal Machine Rebuild
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
hand cantrip at will.
A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear.
30
You are able to decipher
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lodged in its frame (see area 19). The room’s features are as follows: Tables. Tables stand haphazardly about the room, their surfaces cluttered with alchemical equipment.
Cabinets. Corner cabinets are
other refuse.
Treasure The room contains three full sets of alchemist’s supplies, all of which can fit in one backpack. A potion of invisibility in a stoppered glass vial has rolled underneath the northwest corner cabinet and is lodged in the back corner. A detect magic spell reveals its presence.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
deep snoring coming from beyond it. 34a. Master Bedchamber Maddgoth slept as little as possible and spent almost no time here. The room’s features are as follows: Decor. The wood-paneled walls are
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-defense and follows characters around if they feed it. Characters who search the cave find nothing but a few gnawed bones. Treasure Hydia carries a hide pouch containing seven 50 gp gemstones. She gives
the roper in area 12 a gemstone every time she passes through its lair. Development Hydia and the adult cave bears investigate any disturbances outside. If they detect intruders, Hydia commands the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Park-and-Ride The duergar searched area 8a for treasure but didn’t find anything of interest. They also failed to detect the secret door to area 8b. 8a. Donkey Dummies Frescoes. The walls are
(see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be 10th level or higher to pass through this gate (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Northwest Guest Room The door frame has a silver coin wedged into it (see area 19). This room’s features are as follows: Furnishings. A bed heaped with pillows, a 4-foot-tall armoire, and an
by 15 inches wide, contained in a corked glass bottle 5 feet long and 1½ feet wide. The bottle rests on its side in a wooden stand and is portable. A detect magic spell reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. At the bottom of the pit are three intelligent black puddings (see “Intelligent Black Puddings”) that used to be drow worshipers of Ghaunadaur. When they detect prey nearby, the puddings climb the
are as follows: The gate opens for 1 minute if a creature marked with a bloody X stands within 5 feet of it. Characters must be 12th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
adopt it, and gave it a name: Halastron. The modron considers Halaster its friend and follows his orders to the best of its ability. Its orders are as follows: Remember its name. Defend itself. Attack
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. South Hall. From south to north, the warriors and weapons in this hall are as follows: Stork-headed males with handaxes (the figure on the east wall has the crawlway to area 36 between its legs) Lizard
North Hall. From south to north, the warriors and weapons in this hall are as follows: Frog-headed females with tridents Goat-headed males with sickles Unarmed hawk-headed females (the east mural is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: druidcraft
1/day each: confusion, dancing lights, detect evil
and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep
Actions
Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
on a DC 15 Intelligence (Arcana) check recognizes that the runes floating above the stalagmites represent the school of transmutation. A detect magic spell reveals an aura of transmutation magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures between the statue and the gate (save DC 19). A detect magic spell reveals auras of abjuration magic and evocation magic around the statue. It melds seamlessly with its base and the floor, as
to Level 14 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If three humanoids hold hands while standing within 5 feet of the gate, it opens for 1 minute. Characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this hall are as follows: Chandeliers. Radiant crystal chandeliers levitate near the ceiling.
Paintings. Paintings line the walls. They come in many sizes and have gilded frames.
The hall contains
require universal solvent to remove without destroying them. A detect magic spell reveals an aura of illusion magic around each painting, of which there are hundreds. Half of them are portraits of Halaster
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
topple or damage the obelisk, or who attacks them first. Obelisk The obelisk radiates a strong aura of abjuration magic under the scrutiny of a detect magic spell or similar magic, and a paladin
using Divine Sense can detect a fiendish presence within the obelisk. Clearing the vines and moss from the south face of the obelisk exposes a message carved into it in Common. (Give the players a copy of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sharing lengthy educational anecdotes and parables. Unknown to all but her closest aides, the magister has the innate psionic ability to cast the detect thoughts spell without somatic or material
to any request for a private meeting with Fenerus, on the grounds that he’s a shady, unrepentant person and a flight risk. The conditions under which she will permit a meeting are as follows: A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
of the adventure). Dean Tullus spread the curse to several students during the recent reception, and Murgaxor is now testing his magic’s power. The one remaining opponent reacts as follows: “What… what
. A character who casts detect magic on the unconscious students discovers an aura of enchantment magic surrounding each of them, along with some strange element they can’t quite place. This is an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them is a shiny brass tuba.
The duergar have taken a break from looting to inspect the arch in the east wall. They turn invisible if they detect other creatures approaching, then move up behind the
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that piece is removed from the arch, it disappears, and the gate opens for 1 minute. When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
space next to the identical gate located there. Treasure. The treasures inside the building are as follows: 3,500 gp, 6,000 sp, and 15,000 cp in loose coinage A 500 gp black pearl with a minor magical
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from the wall. The devil’s mouth is agape and filled with darkness.
The devil face is 6 feet tall, with a mouth 2 feet in diameter. A detect magic spell or similar effect reveals an aura of
emanating from it. A successful DC 12 Wisdom (Perception) check allows a character to make out words in Abyssal that translate as follows: “Darkness is coming for you. Your doom is at hand.” 49C. Black
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
repaired as follows: Each casting of the mending cantrip restores 1 hit point to the damaged saucer. A character who has tinker’s tools, proficiency in the Arcana skill, and 10 gp worth of replacement
parts can spend 1 hour making repairs; at the end of the hour, the saucer regains 1d4 hit points. A detect magic spell reveals an aura of transmutation magic around the saucer. A knock spell or similar
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait as follows.
Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting
slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
4th level (2 slots): divination, freedom of movement
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the githzerai speaking quietly inside. The room’s features are as follows: Githzerai. Four githzerai zerths are having a hushed conversation in the middle of the room, speaking Gith. They stop talking
and ready themselves for combat if they detect intruders.
Arch. A stone arch is embedded in the middle of the south wall. Carved into the arch’s keystone is an image of a six-fingered gauntlet.
The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell reveals a powerful aura of abjuration magic around the seal. The seal has AC 17, 30 hit points, and immunity to poison and psychic damage. If the seal is destroyed, the rakshasa bound
. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If three humanoids hold hands while standing within 5 feet of the gate, it opens for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
similar magic. Destroying the altar also releases any trapped creatures, as described above. Statues and Treasure The statues and their treasures are as follows: North Statue. This painted wooden statue, 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Dracolich’s Phylactery The Far Realm has warped the fabric of this chamber and its current occupant. The contents of this 20-foot-high room are as follows: Undulations. The walls and pillars
strike, cursing the characters as he does so. Morphing Statue A detect magic spell cast on the statue reveals an aura of transmutation magic surrounding it and a powerful source of necromancy magic deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-high dome. A detect magic spell reveals an aura of conjuration magic throughout the cave — the effect of a magic trap placed here by Halaster. When one or more creatures reach the cavern’s midpoint
follows: Strength 20, Dexterity 3, Constitution 13, Intelligence 3, Wisdom 10, Charisma 3. It has no attacks and can’t speak. A pound of salt thrown onto the snail’s skin deals 1d6 acid damage to the