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Returning 35 results for 'before becomes diffusing cast regain'.
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Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the
spell. You increase the spell’s level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk’s next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
and becomes grafted to its body. The necrohulk can have only one target grafted at a time.
While grafted, the target has the Restrained condition and Disadvantage on Constitution saving throws. When
Monsters
Monster Manual
. Failure: The target is cursed. The cursed target can’t regain Hit Points, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Mutating Claw"} after
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Spells
Player’s Handbook
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher
Magic Items
Dungeon Master’s Guide
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the
other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t
Magic Items
Dungeon Master’s Guide
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear
, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Monsters
Monster Manual
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
Monsters
Monster Manual
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
Spells
Player’s Handbook
attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
The spell ends early if
you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Magic Items
Dungeon Master’s Guide
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Magic Items
Dungeon Master’s Guide
. You have Immunity to Poison damage and the Poisoned condition.
Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.
Wish. You can cast Wish. Once used, this
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Magic Items
Dungeon Master’s Guide
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
Spells
Player’s Handbook
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the
area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must
Magic Items
Dungeon Master’s Guide
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted
Spells
Player’s Handbook
.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If the target is
held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Spells
Player’s Handbook
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.
Ioun Stone of Agility;Agility (Very Rare). Your
Spells
Player’s Handbook
Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the
spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Feats
Player’s Handbook
can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
Spells
Player’s Handbook
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else
Spells
Player’s Handbook
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
Feats
Player’s Handbook
spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have
Feats
Player’s Handbook
can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change
Feats
Player’s Handbook
can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
Spells
Player’s Handbook
and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Spells
Forgotten Realms: Heroes of Faerûn
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
save only once per turn.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes






