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Returning 35 results for 'bottom both dance casting reduce'.
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Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Monsters
Guildmasters’ Guide to Ravnica
Counterflux Overcast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Counterflux Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:
3/day each: enlarge/reduce, mage armor (self only
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
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
Monsters
Candlekeep Mysteries
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
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
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otto’s Irresistible Dance 6th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otto’s Irresistible Dance 6th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otto’s Irresistible Dance 6th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The
target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
One creature that you can see within
range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 Minute
One creature that you can see within range must make a Wisdom
saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 Minute
One creature that you can see within range must make a Wisdom
saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
One creature that you can see within
range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
One creature that you can see within
range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otto’s Irresistible Dance Level 6 Enchantment (Bard, Wizard) Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 Minute
One creature that you can see within range must make a Wisdom
saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s






