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Returning 35 results for 'blinded blows diffusing casting revelations'.
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Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
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
Monsters
Icewind Dale: Rime of the Frostmaiden
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
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
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
Casting the staff into a sphere of annihilation
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
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blinding Smite 3rd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during
blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blinding Smite 3rd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during
blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blinding Smite 3rd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during
blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Lesser Restoration Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.






