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Returning 35 results for 'before both depicted casting revert'.
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before both detected casting reverts
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Magic Items
Dungeon Master’s Guide
the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(svirfneblin) that speaks only Giant. Casting a successful dispel magic spell (DC 19) on the troll causes it to revert to its normal form. Xlorp also reverts to its normal form when its gnome form is
reduced to 0 hit points. It has full hit points in its troll form, but any excess damage from the attack that caused it to revert is carried over to that form. Xlorp follows the characters around if
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is
the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is
the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shapechange 9th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shapechange 9th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell
bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
magic spell reveals an aura of conjuration magic around each framed portrait of Maddgoth. When a creature casts a spell in this room or disturbs the figure in the bed, the six wands depicted in the framed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
is depicted on map 5.6. Mike Schley Map 5.6: Indigo Sanctum View Player Version Ruxithid the Chosen stands on the mezzanine behind the statue. When the characters confront Ruxithid, read the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
casting spells that have verbal components. They can’t leave the room. They have the ice storm spell prepared instead of banishment, and the finger of death spell prepared instead of teleport. If
archmages have reverted to statues. The statues return to their alcoves, revert to their inanimate forms, and regain all their hit points if, when their turn comes up, no other creatures remain in the room
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
14 in appendix E. Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch of the hallway. Each tile is 5 feet square, and the tiles are arranged in eight rows of four. The beasts depicted on the
temporary hit points. Once a tile has bestowed this benefit, it loses its magic until the next dawn. Casting dispel magic on a tile has the same effect. 10C. Labyrinth Traps are riddled throughout this
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Specific Spells Does casting Animate Objects during a Time Stop spell end the Time Stop? No. Commanding the newly created creatures with your Bonus Action does end Time Stop, however. Can you extend
exists without the magic’s help. Casting Dispel Magic on the creature can’t end its mockery of life, and the Undead can wander into an Antimagic Field with no adverse effect. Another example: Cure Wounds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
are also depicted various religious symbols of good alignment. There is a mosaic path leading between four rows of wooden pews that face the worship area. In front of the pews, a wooden railing divides
outstretched arm points to a stone archway set in the wall. The opening is filled with opaque, bright orange vapors.
Aura. A casting of detect evil and good or a paladin’s use of Divine Sense
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Things as depicted in the Dungeon Master’s Guide Aberration. You gain telepathy within a range of 90 feet. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game
the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed. Book. You
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
of the humanoid creature type. If the spell targets a pile of bones, there is no creature type restriction; the bones become a skeleton. Does casting animate objects during a time stop spell end the
one? “The next time” in the spell description indicates that the extra damage applies only once, the first time you hit a creature after you finish casting the spell. Is the chill touch spell intended
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
save or half as much damage on a successful one. Casting Dispel Magic on the door removes the glyph, allowing the door to be opened safely. Old carvings of monstrous, tentacled beings adorn the walls
. Ruinous Citadel. The citadel is depicted without its roof, showing the configuration of rooms inside without any dots. A character who succeeds on a DC 15 Wisdom (Perception) check while examining this
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
itself off as the creature. This transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
High Fae Kindguard Marta
creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6) psychic damage and must make a DC 19 Charisma saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
life force — and in return, they revert back to their free, formless nature for a time. After this mystical communion, many elves have a deeper understanding of their origin and a firmer grasp of
.
Hanali Celanil Hanali is the elven god of beauty and love. Usually depicted as a beautiful female, in some stories the god appears to mortals as a gorgeous male. Hanali’s gender in a story seldom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enters the room, read: An illusory figure appears upside down in the far corner of the room, standing on the ceiling. It appears to be the same long-faced human wizard depicted in the statues just inside
the spire’s entrance. It begins speaking in a strange, possibly forgotten, language.
Casting dispel magic on the illusory figure causes it to vanish. Otherwise, it disappears after giving its little
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
wings in a different position in each scene. The land below the knight and dragon is depicted as a raging inferno. G2: Hall of Desolation Four chambers branch from a central hub. Frescoes cover the
monsters fight characters wearing circlets. Their damaging actions deal Psychic damage rather than the type the creatures depicted would normally deal, but they are otherwise fully real as far as the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
and its companions have moved through it. A door must otherwise be pried or tickled open, which requires an action. The following locations are depicted on the nautiloid deck plans. Locations that
dead mind flayer as a trophy. Treasure. Lying on the deck near the dead mind flayer is an Ioun stone (reserve). The stone currently holds a single casting of the shield spell. 4: Bridge Floor The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
atop each one, casting flickering light across a claw-footed altar carved from a single block of obsidian, and which has a small angel-shaped flame erupting from its top. A gray-haired woman kneels
his spellcasting ability when he abandoned his faith and now only pretends to worship that deity. The shield hanging on the wall behind him is the Shield of the Hidden Lord, which is depicted and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
repeat the saving throw, becoming subject to the effect again on a failure. A character who examines the dagger and succeeds on a DC 15 Intelligence (Arcana) check discerns that casting dispel magic
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
.
Successfully casting the Dispel Magic spell (DC 15) nullifies all the corridor’s traps for 1 minute. 13: Skull The cards that form this room depict the painted skulls of various creatures. The door to the
characters in the room. These creatures can see through the illusory columns as if the columns were ghostly images; casting Dispel Magic on an illusory pillar causes it to vanish. The Fey try to kill the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
becomes clear to Iymrith that Serissa’s fondness for small folk can’t be undone with mere words, the dragon begins plotting her exit strategy. Casting dispel magic on Iymrith doesn’t reveal her true form
, but contact with an antimagic field causes her to revert to her dragon form. It’s unlikely that characters will have access to such powerful magic, but if all else fails, they can simply attack her
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they pass through the gatehouse is a 20-foot-tall wooden statue of Chauntea, depicted as a plump, smiling woman standing with her hands on her hips in a garden of golden wheat, surrounded by a dirt
statues of Chauntea at every corner, her hands raised to the sky as though casting a spell to summon rain. Well-tended hedges surround the foundation, and a sun-shaped window of stained glass is set
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of glyphs are touched, the creature touching them will be
silver chimes. Each hollow silver cylinder is worth 100 gp. 12. Drow Clerics’ Area The entrance to this chamber is protected by a wall of tentacles (not depicted on the map). It appears as rough






