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Returning 35 results for 'being been days charm remote'.
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Spells
Player’s Handbook
you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it
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).
Spirit 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
frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight
Monsters
Keys from the Golden Vault
):
1/day each: arms of Hadar, charm person, mage armorMarkos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to
.
This quest for understanding became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact
Monsters
Waterdeep: Dragon Heist
, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror
. He becomes visible early immediately after he attacks or casts a spell.
Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of
Monsters
Journeys through the Radiant Citadel
","rollType":"roll","rollAction":"Reconstruction"}) days, if at least two of those crawling claw;crawling claws are alive, they teleport to the location of the soul shaker’s death and merge
its many arms. However, should a soul shaker encounter someone with an impressionable mind, the creature attempts to charm the individual, using them as a lure to tempt others into its hunting grounds
races
Eberron: Rising from the Last War
lies in charm and connections. A Ghallanda innkeeper hears many things—if you want to know what’s really going on in a community, talk to the halfling bartender. The leaders of House
reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Magic Items
Acquisitions Incorporated
stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
You can also use your
sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
Charming Introduction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
Modify Memory
Legacy
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Spells
Basic Rules (2014)
another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and
. 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).
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming
Beholder
Legacy
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.
Graz'zt
Legacy
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Monsters
Out of the Abyss
spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
within 120 feet of it:
Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature
’s lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.
If the death tyrant dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when
Firbolg
Legacy
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races
Volo's Guide to Monsters
; Gimble, Notes from a Treasure Hunter
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.
If the beholder dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Halfling
Legacy
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races
Basic Rules (2014)
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
Aarakocra
Legacy
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races
Elemental Evil Player's Companion
distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and
away.
Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves
Monsters
Eberron: Rising from the Last War
’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or
effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Belashyrra
If a creature goes mad in Belashyrra’s lair or while it can see the daelkyr, it gains
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
them. Secrets of the Past. Your Museum contains one treasure that gives you a magical Charm (see “Supernatural Gifts” in the Dungeon Master’s Guide) when you spend 7 days studying it and then finish a
Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. The effect of the Charm depends on the origin of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
them. Secrets of the Past. Your Museum contains one treasure that gives you a magical Charm (see “Supernatural Gifts” in the Dungeon Master’s Guide) when you spend 7 days studying it and then finish a
Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. The effect of the Charm depends on the origin of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
them. Secrets of the Past. Your Museum contains one treasure that gives you a magical Charm (see “Supernatural Gifts” in the Dungeon Master’s Guide) when you spend 7 days studying it and then finish a
Long Rest in your Bastion. The Charm lasts for 7 days or until you use it. You can’t gain another Charm from this facility while you still have one. The effect of the Charm depends on the origin of the
Monsters
Vecna: Eve of Ruin
Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
. He had become a vampire, and Barovia became a Domain of Dread.
Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it. Craft: Sacred Focus. When you
displayed in this facility, which includes a quiet place for worship. Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Charm of Feather Falling This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you. Charm of Heroism This charm allows you
Slayer One sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you, and the weapon returns to normal. Charm of Vitality This
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
creature can understand you.
This charm lasts for 10 days. If you deal damage to an Undead creature during those 10 days, the charm vanishes early.
Charm of Incorporeality This charm allows you to
of death, a powerful spirit, or Factol Skall. See the Dungeon Master’s Guide for more information on supernatural gifts. Charm of the Dead Truce This charm grants you respect among the dead. Hostile
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
creature can understand you.
This charm lasts for 10 days. If you deal damage to an Undead creature during those 10 days, the charm vanishes early.
Charm of Incorporeality This charm allows you to
of death, a powerful spirit, or Factol Skall. See the Dungeon Master’s Guide for more information on supernatural gifts. Charm of the Dead Truce This charm grants you respect among the dead. Hostile
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you. Charm of Feather Falling Supernatural Gift (Charm) This Charm grants you the benefits of a Ring of Feather Falling. These benefits last for 10 days, after which the Charm vanishes from you. Charm
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you. Charm of Feather Falling Supernatural Gift (Charm) This Charm grants you the benefits of a Ring of Feather Falling. These benefits last for 10 days, after which the Charm vanishes from you. Charm
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it. Craft: Sacred Focus. When you
displayed in this facility, which includes a quiet place for worship. Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can’t gain this Charm again while you still have it. Craft: Sacred Focus. When you
displayed in this facility, which includes a quiet place for worship. Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Charm of Feather Falling This charm grants you the benefits of a ring of feather falling. These benefits last for 10 days, after which the charm vanishes from you. Charm of Heroism This charm allows you
Slayer One sword in your possession becomes a dragon slayer or giant slayer (DM’s choice) for the next 9 days. The charm then vanishes from you, and the weapon returns to normal. Charm of Vitality This
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
creature can understand you.
This charm lasts for 10 days. If you deal damage to an Undead creature during those 10 days, the charm vanishes early.
Charm of Incorporeality This charm allows you to
of death, a powerful spirit, or Factol Skall. See the Dungeon Master’s Guide for more information on supernatural gifts. Charm of the Dead Truce This charm grants you respect among the dead. Hostile
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you. Charm of Feather Falling Supernatural Gift (Charm) This Charm grants you the benefits of a Ring of Feather Falling. These benefits last for 10 days, after which the Charm vanishes from you. Charm
days. The Charm then vanishes from you, and the weapon returns to normal. Charm of Vitality Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Vitality as a Magic action. Once you do so, the Charm vanishes from you.