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Returning 35 results for 'branch broken diffusing contained removed'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Flesh to Stone
Legacy
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Spells
Basic Rules (2014)
and failures don't need to 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 state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Magic Items
Curse of Strahd
Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30
feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be
Monsters
Lost Laboratory of Kwalish
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
Monsters
Strixhaven: A Curriculum of Chaos
creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell.
The titan chooses one spell from the
creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a wish spell.Psychic
Monsters
Waterdeep: Dungeon of the Mad Mage
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
Magic Items
Lost Laboratory of Kwalish
the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties
object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is
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
broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Screaming Skulls Collapse. The eastern branch of this hallway has collapsed. A search of the rubble yields nothing of value.
Skulls. The western branch contains six large piles of drow skulls
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Screaming Skulls Collapse. The eastern branch of this hallway has collapsed. A search of the rubble yields nothing of value.
Skulls. The western branch contains six large piles of drow skulls
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Screaming Skulls Collapse. The eastern branch of this hallway has collapsed. A search of the rubble yields nothing of value.
Skulls. The western branch contains six large piles of drow skulls
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Magic Items
Tasha’s Cauldron of Everything
than 3 magic items, you gain 1 level of exhaustion that can’t be removed until you are attuned to three or more magic items.
14
The Claws of Dragotha (broken translucent fang)
1 adult red
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Magic Items
The Wild Beyond the Witchlight
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
can’t be used again until the next dawn.
Tying a dead frog or toad to the end of an ordinary branch and dipping it in the water-filled cauldron transforms the branch into a wand of polymorph
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
Druid
Legacy
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Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
character gains 3 levels of exhaustion that can’t be removed until the curse ends. Resolution. The curse lasts until the character upholds the broken oath. That might require the character to wait until the circumstances arise again or, more questionably, to engineer the circumstances.
Broken Vow A character breaks a solemn vow. The consequences stem from the powers that observed the oath’s swearing. Pronouncement. Whatever vow the character made, it came with an implied warning
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
character gains 3 levels of exhaustion that can’t be removed until the curse ends. Resolution. The curse lasts until the character upholds the broken oath. That might require the character to wait until the circumstances arise again or, more questionably, to engineer the circumstances.
Broken Vow A character breaks a solemn vow. The consequences stem from the powers that observed the oath’s swearing. Pronouncement. Whatever vow the character made, it came with an implied warning
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
character gains 3 levels of exhaustion that can’t be removed until the curse ends. Resolution. The curse lasts until the character upholds the broken oath. That might require the character to wait until the circumstances arise again or, more questionably, to engineer the circumstances.
Broken Vow A character breaks a solemn vow. The consequences stem from the powers that observed the oath’s swearing. Pronouncement. Whatever vow the character made, it came with an implied warning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Magic Items
Princes of the Apocalypse
. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that drinks a dose of the liquid regains one expended spell slot of any level. If the cauldron is removed from its niche, the magic liquid contained therein turns to ordinary vinegar. The same thing
right through it. The wall can be removed with a successful dispel magic spell (DC 14).
Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil
makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil
makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil
makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
severed from its torso and crudely stitched back on in the wrong arrangement. 15 A half-orc spiked to an enormous tree by the broken-off horn of a triceratops. 16 A gnome, spitted over a burned-out
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and






