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Returning 35 results for 'before burns diffusing casting reduced'.
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Equipment
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
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
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
use its Nightmare Haunting action.
The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are
Spells
Player’s Handbook
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
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
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7;{"diceNotation":"1d20+7
, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10);{"diceNotation":"1d10","rollType
Resurrection
Legacy
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Spells
Basic Rules (2014)
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
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
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10);{"diceNotation":"1d10
","rollType":"roll"}. This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.
Spellcasting. The oinoloth casts one of the following spells, requiring no material
Monsters
Bigby Presents: Glory of the Giants
the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a cloud rune on a mask in its possession when it finishes
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
Monsters
Bigby Presents: Glory of the Giants
Magic Resistance. The hellion has advantage on saving throws against spells and other magical effects.
Soul Taker. A Giant or a Humanoid that is reduced to 0 hit points by the hellion dies, and its
before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.Multiattack. The hellion makes two Morningstar
Raise Dead
Legacy
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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
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
check.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10
Equipment
must succeed a DC 10 Dexterity saving throw or gain the Prone condition and have its Speed reduced to 0 until the end of its turn.
Additionally, if a creature or area coated with War Oil is exposed to
an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an
Monsters
Keys from the Golden Vault
damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and is transformed into a Tiny charcoal figurine.
Spellcasting. Charmayne casts one of the following spells, using
see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
Monsters
Fizban's Treasury of Dragons
tadpoles infesting the creature are killed instantly, ending the effect on the creature.
If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12
its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.The dragon can take 3 legendary actions, choosing from the
Monsters
Vecna: Eve of Ruin
, the target has the incapacitated condition until the start of Alustriel’s next turn. On a successful save, the target’s speed is reduced by 10 feet until the start of Alustriel’s
/day each: Telepathy, Teleport, Time Stop
Shining Counterspell. Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Wish
Legacy
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Spells
Basic Rules (2014)
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
, each time you 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 drops
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
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
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
Monsters
Fizban's Treasury of Dragons
next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Immolation 5th-level evocation Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
been reduced to 0 hit points, it speaks: The fiery dragon hisses as it addresses you. “My knights have fallen into darkness. Save them if you can. Show them the light they have lost!” With that, the fire burns out. The dragon refers to the Order of the Silver Dragon and the beacon (area Q53).
AC 15, 1 hit point, and immunity to fire, poison, and psychic damage. If it is reduced to 0 hit points, it explodes and fills the room with fire, setting fire to the dry furnishings. Each creature in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Immolation 5th-level evocation Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged
spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged
spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earthbind 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V Duration: Concentration, up to 1 minute Choose one creature you can see within range. Yellow strips of magical
energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aura of Life Level 4 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for
the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aura of Life Level 4 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for
the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Ray of Frost Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature
within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).






