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Returning 35 results for 'back before destroyed chance reduce'.
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Spells
Player’s Handbook
percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
Magic Items
Dungeon Master’s Guide
in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Magic Items
Dungeon Master’s Guide
someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material
Magic Items
Dungeon Master’s Guide
or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Magic Items
Dungeon Master’s Guide
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Magic Items
Dungeon Master’s Guide
can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself
. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of
Spells
Player’s Handbook
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
Magic Items
Dungeon Master’s Guide
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
Magic Items
Dungeon Master’s Guide
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
Poison Immunity
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Magic Items
Dungeon Master’s Guide
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Forgotten Realms: Adventures in Faerûn
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
property
1 minor detrimental property
1 major detrimental property
Destroying the Crystal. The Calimemnon Crystal is destroyed if the creature attuned to it casts the Wish spell and wishes the crystal
Magic Items
Forgotten Realms: Adventures in Faerûn
takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Flying Wonder (Common). An activated flying wonder uses the Flying Wonder
required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.
Gyrocopter Wonder (Rare). This wagon
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
. The flying wonderis destroyed if it drops to 0 Hit Points.
Flying Wonder
Tiny Construct, Unaligned
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 5 ft., Fly 30 ft.
Mod
Magic Items
Forgotten Realms: Adventures in Faerûn
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
urges its wearer to spread dread and destruction wherever possible.
Destroying the Crown. The crown is destroyed if it is worn by Myrkul's successor, Kelemvor, while he sits on the throne of Myrkul's former realm, the Bone Castle.
Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5
Monsters
Strixhaven: A Curriculum of Chaos
"} thunder damage.
Reduce to Memory (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Reduce to Memory"}. Thundering golden energy erupts around a creature the apprentice can
see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Reduce to Memory", "rollDamageType
Monsters
Strixhaven: A Curriculum of Chaos
":"damage", "rollAction":"Scroll Bash", "rollDamageType":"thunder"} thunder damage.
Reduce to Memory (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Reduce to Memory
":"damage", "rollAction":"Reduce to Memory", "rollDamageType":"thunder"} thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw
Leomund's Secret Chest
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.After 60 days, there is a cumulative 5 percent
Monsters
Storm King's Thunder
people should be given every chance to prosper, free of tyranny.”
Bond: “I’ll lay down my life to protect Triboar and its citizens.”
Flaw: “I refuse to back down. Push me, and I’ll push back.”
Wereboar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same
that would reduce it to 0 hit points, it is reduced to 1 hit point instead.Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
Maul
Monsters
Planescape: Adventures in the Multiverse
Secretions", "rollDamageType":"acid"} acid damage.
Boundless Movement. The kelubar ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to
40 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Demodand"} chance of summoning its choice of 1d2 farastu demodand;farastu demodands or 1 kelubar demodand. A summoned demodand
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The farastu ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
Demodand (1/Day). The farastu has a 40 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Demodand"} chance of summoning 1 farastu demodand. A summoned demodand appears in an
Monsters
Princes of the Apocalypse
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points.
If Imix is destroyed or banished back to his home plane
Monsters
Princes of the Apocalypse
destroyed or banished back to his home plane, the regional effects fade over the next 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Lightning, Poison, ThunderCold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
beneath the open sky have a five percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Thunderstorm Chance"} chance of being struck by lightning. A creature struck by lightning must make a
Monsters
Infernal Machine Rebuild
unconscious while poisoned in this way.A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the
construct is not destroyed. The artificer Thessalar created this crafty construct, and uses it to imbue his greater monstrous creations with even more power.Poison
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Misleading Result Chance"} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
Monsters
Waterdeep: Dungeon of the Mad Mage
to water and is destroyed.
Charm. A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any
Monsters
The Book of Many Things
, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on
creature wearing nonmagical armor, the armor takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed.
Web (Recharge 5–6);{"diceNotation
Monsters
Van Richten’s Guide to Ravenloft
damage.
Change Shape. The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is
emissaries can assume two forms: a lesser form suited to infiltration and a greater star spawn emissary;greater, physically overwhelming form. To destroy an emissary, characters must reduce each of






