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Returning 35 results for 'before bard diffusing continues repeats'.
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Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Control Water
Legacy
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Spells
Basic Rules (2014)
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hold Monster Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hold Monster Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blindness/Deafness Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hold Person Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up
target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hold Person Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up
target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hold Person Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up
target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blindness/Deafness Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Blindness/Deafness Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Crown of Madness Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One creature that you can
turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success. On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Monster Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
One creature you can see
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Confusion Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Each creature
random creature within reach. If none are within reach, the target takes no action. 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Confusion Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Each creature
random creature within reach. If none are within reach, the target takes no action. 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Person Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Humanoid you can see within range
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Monster Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
One creature you can see
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Person Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Humanoid you can see within range
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
offer. This process continues until the characters comply or none are left. Those who agree to the beholder’s terms are permitted to leave with their lives. If the characters give Xanathar the stone, it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
result from the Spy Personas table to inspire a spy’s disguise.
Spy Personas 1d4 The Spy Disguises Themself As...
1 A bard or traveling performer.
2 A captive or servant of a monster
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle
selected or take no action at all. Once everyone has acted, the process repeats. Everyone in the battle selects an action, rolls initiative, and takes turns in order.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
respectfully preventing the empyrean from entering the Yearning Timbers. Inside is a rare, invite-only event being hosted by Rillifane Rallathil, an elf god of nature. Manalath apologizes and calmly repeats
that Kopoha isn’t on the guest list. As Kopoha grows more insistent, winds carrying the scent of a thunderstorm rise around the pair. The argument continues until the characters intervene. Any






