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Returning 35 results for 'bad banish diffusing currently remains'.
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Monsters
Monster Manual
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
Monsters
Monster Manual
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
Maze
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to
Banishing Smite
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home
plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which
Banishment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target
Monsters
Acquisitions Incorporated
and unexpected return to the world. Through all that time and currently, Prophetess has maintained a challenging relationship with her faith.
Though retired from active service to her deity, Prophetess
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
feats
to speak to you telepathically, you form a mental connection with that individual. When you communicate telepathically, you may choose to send the message to all creatures you currently have a mental
connection to. You may also allow those creatures to speak telepathically with one another. These effects last for as long as the Mind Link remains in effect.
Telepathic Aid. If you can speak
Monsters
Vecna: Eve of Ruin
(Costs 2 Actions). Each creature whose speed is currently reduced by the impaler’s Spike attack takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Deepen Wounds
impaler is bound to the creature that wielded the ceremonial stake in the ritual that birthed it. As long as the original stake remains lodged in the heart of the ritual victim, the impaler can return
Instant Death
Legacy
This doesn't reflect the latest rules and lore.
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Rules
, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this
following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the ground
Monsters
Mordenkainen Presents: Monsters of the Multiverse
innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to
one of the following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the
Spells
Xanathar's Guide to Everything
is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you
Monsters
Curse of Strahd
feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen
received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of
monsters
Forgotten Realms: Adventures in Faerûn
the Crystal Shard was destroyed, its fragments, called chardalyn, still echoed with its creators’ malevolent minds. Fragments of ice and chardalyn drew together around the remains of the seven
for wealth
Zlan Clervish
Currently in control, aims to expose hidden horrors and ruins beneath Icewind Dale
Personality
Zlan has an affinity for enchantment and corrupting minds. During
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
contradictions, fills your hours.
4
You tend to some part of the city’s forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families’ manors, or
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Backgrounds
Guildmasters’ Guide to Ravnica
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
public argument with an Izzet chemister, and neither of us is allowed back into that restaurant.
7
I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains
Magic Items
Tasha’s Cauldron of Everything
charges). The crook regains 1d6 expended charges daily at dawn.
Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends
the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
initially correct. The characters must reduce Kas to 50 hit points or fewer before they can banish him to Tovag, his Domain of Dread. If the characters banish Kas back to Tovag, a fissure opens in the air
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
initially correct. The characters must reduce Kas to 50 hit points or fewer before they can banish him to Tovag, his Domain of Dread. If the characters banish Kas back to Tovag, a fissure opens in the air
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Maze Level 8 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
initially correct. The characters must reduce Kas to 50 hit points or fewer before they can banish him to Tovag, his Domain of Dread. If the characters banish Kas back to Tovag, a fissure opens in the air
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Maze Level 8 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Maze Level 8 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Maze Level 8 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Maze Level 8 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Maze Level 8 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a
labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If
into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.






