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Returning 35 results for 'being before deep casting removes'.
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Guards and Wards
Legacy
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Spells
Basic Rules (2014)
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep
dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe
The only way to destroy the axe is to melt it down in the
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Monsters
Bigby Presents: Glory of the Giants
ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"force"} force damage, and the
colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants’ empires.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Magic Items
Out of the Abyss
the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell
be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Gnome
Legacy
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Species
Basic Rules (2014)
;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
or one from another source.
DEEP GNOMES
A third subrace of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow
Magic Items
Out of the Abyss
stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If
can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If
gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell
worth half as much as normal.
Once imbued with a spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret
Magic Items
Baldur’s Gate: Descent into Avernus
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Monsters
Fizban's Treasury of Dragons
portion of an amethyst dragon’s hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm’s movement.
3
An ancient amethyst dragon is
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Arborea Larger than life, Arborea is a place of violent moods and deep affections, of whim backed by steel, and of passions that blaze brightly until they burn out. Its good-natured inhabitants are
throw, ending the effect on a success. A dispel evil and good spell removes this effect from the creature.
Monsters
Fizban's Treasury of Dragons
the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
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->Dungeon Master’s Guide (2014)
everywhere. In places, steep cliffs and deep canyons present more challenging obstacles. Hazards include volcanic fissures that vent noxious fumes or searing flames. Gehenna has no room for mercy or
another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
look like solid walls. These hidden doors are detectable by touch, and creatures with truesight see the doors as if they weren’t hidden. Casting Dispel Magic on a hidden door permanently removes the
another creature to a different plane (such as casting Astral Projection, Banishment, Etherealness, or Plane Shift), the spell slot and components, item charges, or other resources are expended as normal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Contagion 5th-level necromancy Casting Time: 1 action Range: Touch Component: V, S Duration: 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Contagion 5th-level necromancy Casting Time: 1 action Range: Touch Component: V, S Duration: 7 days Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Maelstrom 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (paper or leaf in the shape of a funnel) Duration: Concentration, up to 1 minute A swirling mass of 5-foot
-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Vigor Level 2 Abjuration (Sorcerer, Wizard) Casting Time: Bonus Action
Range: Self
Component: V, S
Duration: Instantaneous
You tap into your life force to heal yourself. Roll one or
. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. TUAN DUONG CHU A goliath Warlock calls on Armor of Agathys and Arms of Hadar to battle foes from the deep
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Maelstrom 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (paper or leaf in the shape of a funnel) Duration: Concentration, up to 1 minute A mass of 5-foot-deep water
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
) to attack anyone who approaches the statue. Statue The purple aura around the sahuagin statue is harmless, and casting dispel magic on the statue removes it. The statue’s arm broke off long ago and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Hungry Gnome Corpses. Eight drow corpses are splayed like rag dolls across the floor of this 10-foot-high cavern.
Troll in Gnome Form. A naked, hairless, gray-skinned deep gnome is gnawing on
one of the corpses. (The gnome is really a troll named Xlorp, transformed by the runes in area 11b.)
In its current form, the troll has the statistics of an unarmored (AC 12), chaotic evil deep gnome






