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Returning 35 results for 'blinded breathing diffusing contingency rerolling'.
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Spells
Player’s Handbook
two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes
Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the
Spells
Player’s Handbook
. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
7
Violet. Failed Save: The target has the Blinded condition and makes a
Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8
Special. The target is struck by two rays. Roll twice, rerolling any 8.
Contingency
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
kind.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature
is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Contingency Level 6 Abjuration (Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of
level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect
Contingency 6th-level evocation Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Monsters
Princes of the Apocalypse
an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
Violet. On a failed save, the target is blinded. It must then make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
Violet. On a failed save, the target is blinded. It must then make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
Violet. On a failed save, the target is blinded. It must then make
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the
condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the
condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8. RANDALL MACKEY A dwarf had an unfortunate encounter with
the indigo ray of Prismatic Spray
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the
condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8. RANDALL MACKEY A dwarf had an unfortunate encounter with
the indigo ray of Prismatic Spray
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the
condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the
condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8. RANDALL MACKEY A dwarf had an unfortunate encounter with
the indigo ray of Prismatic Spray
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of a kind. 7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the
condition ends, and the creature teleports to another plane of existence (DM’s choice). 8 Special. The target is struck by two rays. Roll twice, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
., swim 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
6 (−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, frightened
1 hour.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
., swim 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
6 (−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, frightened
1 hour.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
., swim 50 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
6 (−2)
CHA
1 (−5)
Condition Immunities blinded, charmed, frightened
1 hour.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.






