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Returning 35 results for 'cast remove get to have receives'.
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Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
":"Stench Spray"} hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.Psychic
Spells
Player’s Handbook
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
Spells
Player’s Handbook
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Magic Items
Dungeon Master’s Guide
, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic
Spells
Player’s Handbook
a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
If you cast the spell more than once before
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Magic Items
Dungeon Master’s Guide
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Magic Items
Dungeon Master’s Guide
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Magic Items
Dungeon Master’s Guide
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
10
The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.
Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
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
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in
Spells
Player’s Handbook
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
of a raven can become a Raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.
Monsters
Candlekeep Mysteries
. As an action, the golem can expend 1 charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Monsters
Mythic Odysseys of Theros
magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use the Powers of the Fleece table to determine the property of
(Persuasion) checks.
3
Calming Presence. The wearer can cast calm emotions once per day (save DC 13).
4
Trail of Flowers. Wherever the wearer of the fleece walks, flowers spring up magically behind them
Monsters
Waterdeep: Dungeon of the Mad Mage
);holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She requires no somatic or material components to cast her spells. Trenzia has the
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.
Despite her firm grasp of the dark arts, she
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
somatic or material components to cast its spells. The priest has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots
Monsters
Phandelver and Below: The Shattered Obelisk
Innate Spellcasting. Nellik’s innate spellcasting ability is Charisma. Nellik can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel
wound also closes if the target receives magical healing.
Greataxe. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Greataxe"} to hit, reach 5 ft., one target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left
Monsters
Quests from the Infinite Staircase
"} for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the Remove Curse spell or
tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.
As time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he’s on their side. Through these skills
, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.
Since gaining his position, Titivilus has convinced Dispater that countless
Monsters
Tyranny of Dragons
dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell
Magic Items
Eberron: Rising from the Last War
This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds
it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Van Richten’s Guide to Ravenloft
overwhelm—or just get a bite of.
Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks
Monsters
Van Richten’s Guide to Ravenloft
attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.
Gremishkas have an unstable relationship with magic. Spells
cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn
Monsters
Spelljammer: Adventures in Space
on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone
":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
Monsters
Strixhaven: A Curriculum of Chaos
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6);{"diceNotation":"2d6
Magic Items
Acquisitions Incorporated
remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence
(Investigation) or Wisdom (Perception) check.
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can’t be used again until the next dawn.
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
next round.
Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature
Monsters
Candlekeep Mysteries
lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
, any non-undead creature that tries to cast a spell of 4th level or lower in Valin’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must