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Returning 35 results for 'both before details casting reverts'.
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Night Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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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
humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag
Monsters
The Book of Many Things
curse. And if bargaining doesn’t work, there’s always blackmail. (See the “Using the Moonstalkers in Your Campaign” section in chapter 11 for more details.)Change Shape
transformed. He reverts to his humanoid form if he dies.
Cunning Action. Augustus takes the Dash, Disengage, or Hide action.
Monsters
Curse of Strahd
or carrying isn’t transformed. It reverts to its humanoid form if it dies.Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about
piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the “Player Characters as Lycanthropes” sidebar in the lycanthropes entry in the Monster Manual for details.
Simulacrum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Monsters
Van Richten’s Guide to Ravenloft
’s lycanthropy becomes a werewolf. This form of lycanthropy can’t be removed while the loup garou that inflicted the curse lives. See the Monster Manual for details on lycanthropy.
Once a loup
speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Items
Mythic Odysseys of Theros
.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Arrows of the Seasons. The four arrows—each associated with a season
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mass Polymorph 9th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You transform up to ten creatures of
replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Polymorph 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour This spell transforms a creature that you can
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Polymorph 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour This spell transforms a creature that you can
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Casting Spells Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell’s name.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Casting Spells Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell’s name.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(svirfneblin) that speaks only Giant. Casting a successful dispel magic spell (DC 19) on the troll causes it to revert to its normal form. Xlorp also reverts to its normal form when its gnome form is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom saving throw. On a failed save, the creature’s alignment changes to lawful neutral. The creature’s alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the dispel evil and good spell on the creature also restores its original alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Simulacrum 7th-level illusion Casting Time: 12 hours Range: Touch Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail
shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t leave the plane within 1d4 days. Otherwise, the creature’s alignment reverts to normal after one day spent on a plane other than Bytopia. Casting the dispel evil and good spell on the creature also restores its original alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Simulacrum 7th-level illusion Casting Time: 12 hours Range: Touch Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail
shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flesh to Stone 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute You attempt to turn one
be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tiny Servant 3rd-level transmutation Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours You touch one Tiny, nonmagical object that isn’t attached to another object or a surface
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Polymorph 9th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour
its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed
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->Player's Handbook (2014)
True Polymorph 9th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) Duration: Concentration, up to 1 hour
alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
(Arcana or Investigation) check. On a successful check, the character realizes the signs of a nearby time gate. Spellcasters can also seek knowledge about the time gate and where it leads by casting
area has one environmental effect: extreme cold, extreme heat, heavy precipitation, or strong wind (see the Dungeon Master’s Guide for details about each). 2 Dulled or Warped Magic. The area is a dead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
details how an item is activated. Certain items use the following rules for their activation. Command Word A command word is a word or short phrase that must be spoken or signed for an item to work
unless the item’s description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such
Compendium
- Sources->Dungeons & Dragons->Monster Manual
says otherwise. For details on different kinds of attacks, see the Player’s Handbook. Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the
creatures can make more than one attack when they take the Attack action. Such creatures have the Multiattack entry in the “Actions” section of their stat block. This entry details the attacks a






