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Returning 35 results for 'both before dispelled collects return'.
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both before dispelled collect reborn
Spells
Player’s Handbook
itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
Magic Items
Tales from the Yawning Portal
make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Monsters
Mordenkainen's Fiendish Folio Volume 1
killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
Monsters
Curse of Strahd
a return to the old ways.
Dreams of the Damned. Kasimir's sister, Patrina Velikovna, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd
guilt and regret have dispelled all evil thoughts from her mind and cleansed her tortured soul. But Kasimir remains unconvinced by her assertions, because he knows that Strahd has corrupted Patrina and
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Library Vault Map 4.9 shows a library vault maintained by the Order of the Emerald Claw. The order collects dark materials and forbidden magic and holds them for safekeeping in these heavily defended
a powerful necromancer that’s being held in the vault’s collection. 3 Trade a powerful dark magic weapon in return for the rescue of important hostages taken by the order. 4 Steal a suit of armor
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Magic Jar 6th-level necromancy Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Jar Level 6 Necromancy (Wizard) Casting Time: 1 minute
Range: Self
Components: V, S, M (a gem, crystal, or reliquary worth 500+ GP)
Duration: Until dispelled
Your body falls into a
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Killmoulis A killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the
away with in return for the benefits of its magic. Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warmth are illusions with which the characters can interact (see “Joining the Ball” below). The scene can be ended with a successful dispel magic spell (DC 19). If the illusory ball is dispelled, the
they complete this mission and return with the staff, she escorts them to the obelisk and tries to activate it. If the characters are unwilling to help Veneranda achieve her goal, they quickly outlive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
return to the old ways. Dreams of the Damned. Kasimir’s sister, Patrina Velikovna, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd, Kasimir and
regret have dispelled all evil thoughts from her mind and cleansed her tortured soul. But Kasimir remains unconvinced by her assertions, because he knows that Strahd has corrupted Patrina and led her
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
research has since convinced me this Brazen Egg holds a final gift from Cozmioko and a way to spoil Anthradusk’s plans. To do so, you must return to Haskasori, release the egg’s power to weaken
leaves the city for long stretches as he collects foul reagents for his ritual.” What Can You Tell Us about Haskasori? Eldemere approaches a nearby well and scatters a scintillating powder across its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in return. When the characters are ready to hear what he has to say, read the following boxed text aloud to the players: “The refugee crisis,” says Captain Zodge, “has stoked fears that Baldur’s Gate
Dead Three, Zodge secures the funds to pay the characters, upholding his end of the agreement. He collects their badges before paying them. When the fog clears, Baldur’s Gate shines on the shores of the Chionthar River
Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can’t be dispelled using the Dispel Magic spell or similar magic. However, a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
extradimensional chamber’s walls, floors, ceilings, and doors are impervious to damage. A creature can leave an extradimensional chamber and return to the manor by climbing through the chamber’s window
Yams. Any creature that eats from the plate of candied yams is targeted by a faerie fire spell (save DC 15) that affects only it and lasts for 1 hour or until dispelled. Cheese-Stuffed Peppers. Any
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in return. Powerful Flowers. Euryale’s garden contains many magical flowers, including some that allow an individual to cast the Wish spell. Characters might seek out Euryale’s flower garden if they
need powerful magic dispelled, such as the effects of the more ruinous cards from a Deck of Many Things. Zoology and Herbology. As an archdruid, Euryale knows much regarding primal magic, nature gods
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, is offering 500 gold pieces for information leading to the safe return of a missing family member named Dasher Snobeedle. Those dragons sure would look good in our coffers! Investigate and see what
(all commoners). If Skeemo realizes he’s being followed, he casts fly and takes to the air. If the effect is dispelled or the characters maintain pursuit, he casts greater invisibility on himself and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can’t be dispelled. It hovers 200 feet above the ground and rotates slowly counterclockwise, completing one revolution every hour. Chultans call it the Heart of Ubtao because the earthmote is vaguely
inside the heart and to beseech Ubtao to return. Many Chultans would be incensed to learn that the Heart of Ubtao has become the lair of an undead monster. Valindra Shadowmantle works for Szass Tam, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
before the hags return. Since the boy can’t see in the dark, he mistakes the bullying goblin for his jailer, not another prisoner. If rescued, Delvin insists that the characters call him “Del” and gladly
dispelled, the banshee figurehead lets out a tremendous wail if any creature other than a sea hag approaches within 10 feet of the crow’s nest. The banshee’s wail echoes throughout the cavern and can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the tomb’s current inhabitants, Ten-Towns, or the present state of affairs in Icewind Dale, since it has been sealed up for hundreds of years. If the characters return to Ten-Towns with Sahnar in tow
, illuminating a rectangular stone sarcophagus.
The light that shines down upon the sarcophagus is a minor magical effect that can be dispelled. The sarcophagus’s 350-pound lid can be lifted or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed. Book. You
have their properties suppressed. You draw no more cards. The chains are immune to damage and can’t be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the northern and southern halves of the room. The wall is opaque and lasts for 1 minute or until dispelled by a Dispel Magic spell (DC 15). A creature that passes through the wall must make a DC 15
haunts these halls, his heart preserved in glass by foul magic. Those who end his undeath may return and face the Trial of Truth.”
Once Nafik and his heart have been destroyed, the grime in this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it can’t be sent to that destination by
spell once, after which the necklace loses its magic. In exchange for helping the centaurs escape the canyon, Shaydun gifts the characters her necklace. If a character uses the necklace to return to the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
is grateful to the characters and, in return, suppresses the mirage, revealing the room’s exits. Bobbing Spirit Lights. There are 1d8 bobbing spirit lights (each uses the will-o’-wisp stat block and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the town. Townsfolk who fled into the tundra rather than hide in the mines return 2d6 hours later to find their homes reduced to rubble and their supplies gone. The giants pay no mind to Dasharra’s
words. If the party conducts a search without the dryads’ consent, the dryads attempt to charm the characters and command them to return whence they came. The dryads attack intruders who resist their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
table is a doppelganger named Xerophon. It has been rendered invisible and placed in a state of suspended animation by a sequester spell. The spell can be dispelled (DC 17), which renders Xerophon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stripped of their spellbooks and magic items (including any teleporter rings they obtained in Kolat Towers). They then awaken in a back alley of Waterdeep with 1 hit point each. If the characters return
to Kolat Towers, they find the place cleared out and the teleportation circle in area K22 permanently dispelled. Masks of Manshoon. The masks belong to Manshoon and have been worn by him in the past
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to the rift, trading predictions of party members’ deaths all the while. Cistern. The central cistern is 7 feet deep, lined with flagstones, and has a lip 1 foot wide and 1 foot high. It collects
three arrow slits on the west wall. A ladder bolted to the east wall leads to a trapdoor in the ceiling.
This room can make a defensible hideout later in the adventure when the drowned ones return
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
participant collects five times the amount of chips they wagered. Chips wagered on any other numbers are lost. F6: Big-Ticket Prize This area displays a gilded apparatus of Kwalish, a prize that can be
dragonkind“ before he departs the casino, never to return. F9: Stage A lofty, curtained stage rises at one end of the hall. Each evening, it boasts an assortment of acts. Behind the stage, performers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The magic of traps A and C can be dispelled, or can be suppressed for 1 minute with a successful DC 10 Intelligence (Arcana) check. Trap A. With a successful DC 12 Wisdom (Perception) check, a
encouraged Gorkoh to expand his Common vocabulary, with inconsistent results. Since becoming separated from Caerhan during a carrion crawler attack, Gorkoh has hidden here waiting for his mentor to return. He






