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Returning 35 results for 'because blade diffusing color remaining'.
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Abjurer
Legacy
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Monsters
Volo's Guide to Monsters
with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor
ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer
Monsters
Spelljammer: Adventures in Space
, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
Monsters
Spelljammer: Adventures in Space
sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown
generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.
A single pech can draw on the magic of the Elemental Plane of
races
outpost, where those deemed unfit for politics are trained to be scouts and hunters.
Shadow fey resemble elves physically but with some striking differences. Their skin color tends toward alabaster
blade. Involvement in the eternal drama of the courts gives purpose to their long lives. Still, their constant desire for novelty can easily see them indulge in long periods of travel or other
Magic Items
Quests from the Infinite Staircase
cast the spell, the last of the remaining fuel is expended, and the flame goes out.
Lenses
Lens Color
Spell
Fuel Cost
Amethyst
Reverse Gravity
3,000 gp
Diamond
Disintegrate
willingly snuff the lantern’s flame with the intention to destroy the artifact. When its flame is snuffed in this way, the lantern’s gold corrodes, the lenses and remaining gemstone fuel turn to worthless sand, and the creature attuned to it is spared.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
confirm that this part of the dungeon resides in the Shadowfell. All color has been drained from this hall, which greets visitors with the stench of death (see “Into the Shadowfell”). The hall’s other
Conjures memories of his departed friend: Upon sunlight’s blade, he met his end. Dragon’s Vision In this vision, the character is engaged in hand-to-hand combat with a man wearing a mithral chain shirt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
confirm that this part of the dungeon resides in the Shadowfell. All color has been drained from this hall, which greets visitors with the stench of death (see “Into the Shadowfell”). The hall’s other
Conjures memories of his departed friend: Upon sunlight’s blade, he met his end. Dragon’s Vision In this vision, the character is engaged in hand-to-hand combat with a man wearing a mithral chain shirt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
confirm that this part of the dungeon resides in the Shadowfell. All color has been drained from this hall, which greets visitors with the stench of death (see “Into the Shadowfell”). The hall’s other
Conjures memories of his departed friend: Upon sunlight’s blade, he met his end. Dragon’s Vision In this vision, the character is engaged in hand-to-hand combat with a man wearing a mithral chain shirt
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sword blade, tilted to a twenty-degree angle and partly buried underground. Much of its exposed hull is rusted and torn asunder. Hot wind screams as it tears through the hollow structure, and six giant
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sword blade, tilted to a twenty-degree angle and partly buried underground. Much of its exposed hull is rusted and torn asunder. Hot wind screams as it tears through the hollow structure, and six giant
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sword blade, tilted to a twenty-degree angle and partly buried underground. Much of its exposed hull is rusted and torn asunder. Hot wind screams as it tears through the hollow structure, and six giant
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
has a five-tier security system. Each tier is represented by a different color, as shown below on the Security Levels table. Security levels increase from green to gold, and each higher level has
access to all areas accessible to lower security levels. Academy personnel wear uniforms in the color of their security access level. The characters are inducted as cadets (level 2) and must visit
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
has a five-tier security system. Each tier is represented by a different color, as shown below on the Security Levels table. Security levels increase from green to gold, and each higher level has
access to all areas accessible to lower security levels. Academy personnel wear uniforms in the color of their security access level. The characters are inducted as cadets (level 2) and must visit
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
has a five-tier security system. Each tier is represented by a different color, as shown below on the Security Levels table. Security levels increase from green to gold, and each higher level has
access to all areas accessible to lower security levels. Academy personnel wear uniforms in the color of their security access level. The characters are inducted as cadets (level 2) and must visit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umbraxakar The shadow dragon Umbraxakar used to be a lawful good bronze dragon named Glyster. Fond of assuming human form, Glyster was Vanrak Moonstar’s friend and companion, remaining by the noble’s
with Vanrak. The friendship finally ended when Vanrak destroyed himself with a sun blade, leaving Umbraxakar and the remnants of Shar’s wicked cult to fend for themselves. Visions of Umbraxakar As
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umbraxakar The shadow dragon Umbraxakar used to be a lawful good bronze dragon named Glyster. Fond of assuming human form, Glyster was Vanrak Moonstar’s friend and companion, remaining by the noble’s
with Vanrak. The friendship finally ended when Vanrak destroyed himself with a sun blade, leaving Umbraxakar and the remnants of Shar’s wicked cult to fend for themselves. Visions of Umbraxakar As
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umbraxakar The shadow dragon Umbraxakar used to be a lawful good bronze dragon named Glyster. Fond of assuming human form, Glyster was Vanrak Moonstar’s friend and companion, remaining by the noble’s
with Vanrak. The friendship finally ended when Vanrak destroyed himself with a sun blade, leaving Umbraxakar and the remnants of Shar’s wicked cult to fend for themselves. Visions of Umbraxakar As
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kill to survive, never for sport. Sleepless. Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why
-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon).
A thri-kreen armed with a gythka and chatkchas gains the following
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kill to survive, never for sport. Sleepless. Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why
-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon).
A thri-kreen armed with a gythka and chatkchas gains the following
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kill to survive, never for sport. Sleepless. Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why
-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon).
A thri-kreen armed with a gythka and chatkchas gains the following
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
can grapple only one creature at a time and can’t use Force Fist until the grapple ends.
Living Blade of Disaster A living blade of disaster is a blade of disaster spell (see appendix D) with a wicked
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
can grapple only one creature at a time and can’t use Force Fist until the grapple ends.
Living Blade of Disaster A living blade of disaster is a blade of disaster spell (see appendix D) with a wicked
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
can grapple only one creature at a time and can’t use Force Fist until the grapple ends.
Living Blade of Disaster A living blade of disaster is a blade of disaster spell (see appendix D) with a wicked
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending
Evocation M Color Spray Illusion — Comprehend Languages Divination R Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat Transmutation C False Life Necromancy – Feather Fall
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending
Evocation M Color Spray Illusion — Comprehend Languages Divination R Detect Magic Divination C, R Disguise Self Illusion — Expeditious Retreat Transmutation C False Life Necromancy – Feather Fall






