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Returning 35 results for 'before brass dwelling casting returns'.
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Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Dungeon Master’s Guide
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Valhalla (Silver);Silver
2
None
41–75
Horn of Valhalla (Brass);Brass
3
Proficiency with all Simple weapons
76–90
Horn of Valhalla (Bronze);Bronze
4
Training with all
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
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
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
Magic Items
Dungeon Master’s Guide
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Force Dagger", "rollDamageType":"force"} force damage. Hit or Miss: The dagger magically returns to the null’s hand immediately after a
ranged attack.Nullify Spell (3/Day). The null utters a magical word of cancelation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no
Magic Items
Tomb of Annihilation
feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell
ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the
Efreeti Bottle
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of
efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90
The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is
first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a
Monsters
Bigby Presents: Glory of the Giants
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"thunder"} thunder damage. Hit or Miss: The staff magically returns to the giant’s
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
A Fateful Morning Mayor Raven spends the night and next morning conferring with members of the community in the common room of the Brass Crab. The morning after the battle at High Hill, two things
happen: The characters (or local scouts) return with news of an armed camp. Cudgel Ironsmile returns with information from the mercenary camp.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ruins of Haskasori, they discover its many denizens, including its former king. When Anthradusk returns to his lair, the characters can unleash the egg’s strange magic in the presence of the brass
Key Plot Points The following information is key to the adventure’s story: Brass Dragon Egg. In the ruined subterranean city of Haskasori, the blue dragon Anthradusk prepares a nefarious ritual. A
Monsters
Fizban's Treasury of Dragons
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion If the characters defeat Anthradusk and return to Eldemere, she commends them for their bravery—thanking them on both her own behalf and Cozmioko’s. She’s certain the brass dragon is now
at peace. If the characters bring back any relics from Haskasori, Eldemere directs them to buyers. Regardless of what or how much the party returns with, these antiquarians pay an amount equal to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 hours
You conjure
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brass Dragon Lairs Brass dragons usually dwell in secret caves and canyons near well-traveled routes. The area containing an adult or ancient brass dragon’s lair is altered by its presence, creating
the following effects: Mirages. While in its lair, the dragon can cast Major Image, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mordenkainen’s Magnificent Mansion Level 7 Conjuration (Bard, Wizard) Casting Time: 1 Minute
Range: 300 feet
Components: V, S, M (a miniature door worth 15+ GP)
Duration: 24 Hours
You conjure
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D17. King’s Mount The wooden door to this dwelling is closed but not locked. A frayed rope tethers a giant toad to a wooden post in the middle of this hut. The toad looks uncomfortable as a pair of
agree to toad-sit, Vlonk returns 10 minutes later to resume his duties. During Vlonk’s absence, the toad tries to swallow at least one of the characters. However, it can’t reach anyone more than 5 feet away from the wooden post to which it is tethered.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Camp Reconnaissance When the characters or other scouts return to Vogler, they’re directed to report to Mayor Raven, who has been at the Brass Crab with Becklin and other concerned villagers all
declare Vogler’s neutrality in all conflicts, ask the mysterious army’s intentions, and welcome them to meet with the mayor. But before the mayor can develop a plan further, Cudgel returns. Cudgel’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back. If the creature returns to life, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Revivify 3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has died
within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mordenkainen’s Magnificent Mansion 7th-level conjuration Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny
silver spoon, each item worth at least 5 gp) Duration: 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Efreeti Bottle Wondrous item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn
efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
returns to the lantern. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plane Shift Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of
terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Revivify 3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has died
within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.






