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Returning 35 results for 'before barking dousing cast reflection'.
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Spells
Player’s Handbook
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
Species
Sword Coast Adventurer's Guide
; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Species
Sword Coast Adventurer's Guide
, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
Mordenkainen's Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
lair actions:
Cast a Spell. The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.
Hypnotize. The morkoth uses its
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one
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->Player’s Handbook
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
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->Spelljammer Academy
enough to cause such a conflagration, nor could it summon the magma mephits. Magical Origin. The fire was likely started by a magic spell—perhaps a spell cast on or near Petty Officer Ryeback’s portable
the galley, followed by Petty Officer Ryeback screaming in pain and barking orders at them. Krik’Lit and Pffred did as they were told and opened the barrels of water while Petty Officer Ryeback
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
with the Great Old One, holding scraps of spells that only your own burgeoning instability allows you to understand and cast.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces
the Ability Score Increase trait.
Devil’s Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Benefit: You can speak, read, and write Sylvan, and magic can’t put you to sleep. Drawback: You no longer cast a reflection or a shadow.
2 Benefit: You can cast the message cantrip at will, no
paid to have a wish spell cast to end its effect on him. When a character reads even a small part of The Scrivener’s Tale for the first time, all the characters feel the magic of the book wash over them
Magic Items
Infernal Machine Rebuild
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.
04
You can cast the legend lore spell three times.
Whenever you
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
metal panel on the north wall. If fewer than six candles are lit when the words are spoken, the lever appears on the south wall instead. These levers exist only in the mirror’s reflection, not in reality
. Only a character who can see a lever reflected in the mirror can pull it. As this likely puts the lever out of the character’s reach, he or she can cast a mage hand or telekinesis spell, conjure an
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that was in the visions. To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s
name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
to be used as scrying sensors, their reflective surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reflection. Anyone who doesn’t appreciate my beauty is a fool.” 21–40 “Sex is a great solution to all of life’s problems. Why doesn’t anyone else get this?” 41–60 “My appetite for delicious, pleasurable
carrying isn’t transformed.
Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:
At will
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
than barking nuisances, but in swarms their combined intelligence is an ever-present danger. Meanwhile restless souls rise from musty family crypts serve Undead monarchs and contend with the living
, cling to life in the darkness, searching the underground for secrets that could lead to their ascension. Undersigil Encounters d6 Encounter 1 A vargouille reflection (see Morte’s Planar Parade
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
gazing worriedly into a mirror, and a little girl in a pig mask can be seen in the pane, whispering to the halfling’s youthful reflection. As soon as she sees the characters, the girl turns and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
puzzle cube trap before touching it, and its magic turned him to stone. If a greater restoration spell or similar magic is cast on Voj, he reverts to flesh, realizes he’s not alone, and attacks anyone
choked with dust and webs. It’s clear that no one has been through here in years.
Traversing this corridor is the easiest way to transport the torches in area 19E to area 19B without dousing their
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
comfortable unless your clothing features garishly contrasting colors or patterns.
8 When you cast a spell, the verbal or somatic component must involve a mild obscenity.
9 Your hair grows
the face with eldritch blast are just as valuable for corporate espionage as for tomb raiding. How you present yourself to the world at large is often a subtle reflection of your patron. Being a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
here, add: Crouching in the middle of the cavern is a gaunt gnoll with ravenous eyes and the foul stench of the grave coming from it. The creature does not cast a reflection.
Ranged attack rolls made
cramps until the condition ends. Purple Pear Charms d20 Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
longer be trusted. The elf gods who sided with Corellon became the Seldarine, and those who fled along with Lolth became the Seldarine’s dark reflection. Save for those who had been named gods, Corellon
cast out the primal elves from Arvandor and consigned them to a physical existence on the Material Plane and other worlds of the multiverse such as the Feywild and the Shadowfell. From then on, all
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet. Lantern, Bullseye (10 GP) A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an
additional 60 feet. Lantern, Hooded (5 GP) A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood






