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Returning 35 results for 'before broken diffusing casting reverting'.
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Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
Arcane Lock
Legacy
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Spells
Basic Rules (2014)
can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed
. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Imprisonment
Legacy
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Spells
Basic Rules (2014)
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Magic Items
Mythic Odysseys of Theros
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
attack roll required, casting the ice storm spell there.
Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your
much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single
Monsters
Icewind Dale: Rime of the Frostmaiden
until her concentration is broken (as if concentrating on a spell).Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Actions
action to be activated.If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot.
Cast a spell, use a magic item, or use a magical feature.When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
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
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
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
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
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
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
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
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
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
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
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
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
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
Magic Items
Waterdeep: Dragon Heist
deactivated or if the staff is broken.
Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch
staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell
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->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->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->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->Uni and the Hunt for the Lost Horn
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mending Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such
as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mending Transmutation Cantrip (Bard, Cleric, Druid, Sorcerer, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a
single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any






