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Returning 35 results for 'before both days curse released'.
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Monsters
Monster Manual
is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over
2d4 × 10;{"diceNotation":"2d4*10", "rollType":"roll", "rollAction":"Injecting Claw"} days, the egg gestates. In the final 24 hours, the cursed target feels unwell; its Speed is halved, and it has
Spells
Player’s Handbook
death. Should you issue a suicidal command, the spell ends.
A Remove Curse,Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot
, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
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
Monsters
Monster Manual
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
Spells
Player’s Handbook
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
Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
the course of 365 days. During that time, the transformation is purely cosmetic; these cosmetic changes slowly fade if you end Attunement to the crown before completing the transformation. When the
Magic Items
Tales from the Yawning Portal
spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
causing harm to anyone or anything. A fractine that doesn’t consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and self-destructs, leaving no trace
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.
Curse
The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the
attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allip’s choice that the allip can see. Constructs and Undead are immune to this effect.When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often
the creation of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse
Guardian Naga
Legacy
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
level (4 slots): command, cure wounds, shield of faith
2nd level (3 slots): calm emotions, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): banishment, freedom of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"roll", "rollAction":"Days"} days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage
", "rollAction":"Broodguard transformation potion", "rollDamageType":"poison"} poison damage and is otherwise unaffected.
A spell such as lesser restoration or remove curse can end the transformation process at
Monsters
Mordenkainen's Fiendish Folio Volume 1
). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
Curse
, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places a minor curse on the
Magic Items
Infernal Machine Rebuild
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
spell or similar magic, you are unwilling to part with the weapon.
The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict
Magic Items
Baldur’s Gate: Descent into Avernus
be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
An evil creature can
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
Monsters
Tomb of Annihilation
after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak’s
":"damage","rollAction":"Staff","rollDamageType":"necrotic"} necrotic damage when used with two hands.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and
Monsters
Quests from the Infinite Staircase
can continue to feed on a corpse’s memories for days after its death.
If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge
seeds that might be released by a slain memory web.
Memory Web Memories
d4
Memory
1
The location of a powerful magic item
2
A secret betrayal by a beloved public figure
Magic Items
Tomb of Annihilation
you harm them.
You can wield the staff as a quarterstaff, +3;+3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
Modify Memory
Legacy
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Spells
Basic Rules (2014)
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 alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Demilich (Variant)
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Monsters
Monster Manual (2014)
with the greater restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving
throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Eberron: Rising from the Last War
and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Nightmare Touch"} whenever
waits behind a silver skull.”
3
“Three days, three deaths, three eyes, three breaths.”
4
“Doom falls on the peacock and the sparrow alike. Best be a raven.”
5
“A white hand on a black field holds
Monsters
Icewind Dale: Rime of the Frostmaiden
by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention.
A creature wounded by one of these chardalyn weapons can feel a sudden sickness
Monsters
Eberron: Rising from the Last War
touches another creature. The target magically regains 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"heal","rollAction":"Healing Touch"} hit points and is freed from one curse afflicting it (councilor
Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting
Monsters
Planescape: Adventures in the Multiverse
liquefied in this way, a demodand has the paralyzed condition despite any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended.
Magic Resistance. The shator
", "rollType":"roll", "rollAction":"Days"} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.Acid, PoisonCold, Fire
Magic Items
The Book of Many Things
, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days.
Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet.
Crown. You learn the
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
Magic Items
Tasha’s Cauldron of Everything
wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the
Curse (see the Iggwilv’s Curse property).
Iggwilv’s Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over
Magic Items
Tasha’s Cauldron of Everything
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
—
—
The released soul appears at a
random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the
Monsters
Quests from the Infinite Staircase
Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Fey Rebirth"} days later in a safe location
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
Monsters
The Book of Many Things
worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic
conditions.
If Aurnozci dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Acid, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Lightning
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
reform for 10 days. You can scale this curse for lower- and higher-level characters by choosing another kind of creature. Resolution. The cursed character sets right what they disturbed; stolen treasure must be returned, and if the ruler’s body was disturbed, it must be reinterred with proper observances.
Ancient Seal This curse protects the resting place of a long-dead ruler and punishes any who disturb the ruler’s remains or plunder the treasures. Pronouncement. Carved into the stone of the crypt
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. Against the Giants
hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form. Curse. This cloak is cursed with the essence of a hell hound, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
mote of the Dragon Queen’s power. Carrying and exchanging talons bear unpleasant consequences: Curse. A creature that carries any number of talons is cursed. While cursed in this way, the creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sphere. If it would better fit your group, a trapped character can mysteriously reappear after a few in-game hours or days, rejoining the party on their own. Those who return from the sphere in this
way never remember how they escaped—nor do they return wholly unchanged. Use the following curse, the Mark of the Donjon, to represent the transformation of a character who escapes the Donjon Sphere
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
released. To let go of the stone willingly, the creature must be the target of magic that removes a curse or breaks an enchantment. If the creature dances for a number of minutes equal to its
destroyed, the altar stops spinning and the character is released. The gem is a cursed stone, but it appears to be a jewel of value, and it can be pried from the altar. If the gem comes in contact
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair. An
in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a






