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Returning 35 results for 'before bad designate contiguous remove'.
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before bad designate contiguous removed
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Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Equipment
Combat
Utility
Whimsy
6
0
9
Spirit root is called such because many Obojimans believe that if you leave it under your pillow at night it will remove any bad spirits&mdash
Dimensional Shackles
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels
Spells
Xanathar's Guide to Everything
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound
targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
’ Alliance fights the things that the shopkeeper in his bed has never even heard of. We remove threats before the town mayor even knows about it. We make bad things go away. That’s what we’re good at.”
Rameel Jos
cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting.
“The Lords
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short
. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one of her
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
proficiency bonus + the Vistana’s Charisma modifier. The curse lasts until ended with a remove curse spell, a greater restoration spell, or similar magic. It doesn’t end when the target dies. If a cursed
target’s teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes 1d6 psychic damage. A nonmagical item in the target’s possession (chosen by the DM) disappears
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Encounters on the Way The characters have the following encounters as they travel to the Wayside Inn. Armor of Talos. When the characters get to the point where the bad weather starts, the soldier
becomes stunned, a mark resembling three parallel lightning bolts appears on their head. It can only be removed by a remove curse spell, and its effects are noted later in this quest. Note that three
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
bring bad luck on the caravan, but no more than two or three people are persuaded. In minutes, the hunt is on, and the deer herd scatters into the nearby forest and through farmers’ fields. The
will do his best to reward them at the end of the journey. The story is true; several wizards in Waterdeep could remove the curse. The elf cannot pay a reward at the end, but the characters earn 500 XP
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
bring bad luck on the caravan, but no more than two or three people are persuaded. In minutes, the hunt is on, and the deer herd scatters into the nearby forest and through farmers’ fields. The
will do his best to reward them at the end of the journey. The story is true; several wizards in Waterdeep could remove the curse. The elf cannot pay a reward at the end, but the characters earn 500
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to them as the lead. The lead pursuer might change from round to round. Dashing During the chase, a participant can freely use the Dash action a number of
participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
these riches by exploiting my tenants’ misery, buying up condemned property and renting it out for an exorbitant fee. Granny Nightshade is helping me to make amends. I told her I wanted to put my bad
-gotten gains were put to good use, my bad deeds would remain behind me. You are beholding the restless apparitions of those I hurt. They lurk behind my back, tormenting me with pokes at my ribs and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a
rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing. Lower-Class Carousing Complications
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to the thieves as the lead. The lead pursuer might change from round to round. As the Ashen Heirs seek to escape, one controls the carpet while the other casts
flying, a creature drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it might subtly remove all known Dwarvish-speaking characters from the simulation until its familiarity with that language improves significantly.
The Yawning Portal. The most accurate and fleshed
city limits, Extremiton creates situations to dissuade them: bad weather, a city-wide lockdown, a festival — whatever it takes. The ulitharid hasn’t researched areas outlying the city. Consequently
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scolds those who display bad manners or foolish behavior. She can easily mimic the sound of breaking glass, which she likes to use to create a distraction. Personality Trait. “I can be trusted with a
restoration spell, a remove curse spell, or any other magic that ends a curse, that character is no longer afflicted with wereraven lycanthropy but can choose to remain a member of the Scarlet Sash.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Adventures d4 Adventure Hook 1 Dolores (green hag) pays the characters to remove a group of bandits from her junkyard. 2 A disgraced githzerai uniter (see Morte’s Planar Parade) in the Traitor’s Gate pays






