Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'casting recovery ground to have replaces'.
Other Suggestions:
calling recovery groups to have replaced
calling recovery grand to have replaced
calling recovery grown to have replaced
casting recovery ground to have replaced
casting recover ground to have replace
Magic Items
Dungeon Master’s Guide
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Spells
Player’s Handbook
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
for a moment; she shakes her head, and your wish fails.
The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you
Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the
Monsters
Princes of the Apocalypse
stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing
lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.
If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).Cold
Spells
Xanathar's Guide to Everything
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
Spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or
Magic Items
Mythic Odysseys of Theros
no damage, and the target gains the benefits of the awaken spell for 8 hours.
Summer. As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of
as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.
Autumn. As an action, you can fire this arrow at a space on the ground that you can
Magic Items
Phandelver and Below: The Shattered Obelisk
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Spells
Xanathar's Guide to Everything
casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can
Spells
Xanathar's Guide to Everything
rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
Sowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach
Monsters
Fizban's Treasury of Dragons
indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
normal if they have been reduced and it regains all lost hit points. It reforms its physical body in a space of its choice within 10 miles of its location. It then loses all recovery points.
If Shub
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Arcane Gate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A
circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional
Wish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
spells
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. A crimson pillar erupts from the ground in a 20-foot-radius, 100-foot-high Cylinder centered on a
Teleportation Circle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know
sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Spells
Lost Laboratory of Kwalish
spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You
can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Swift Quiver 5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 minute You
bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Swift Quiver 5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 minute You
bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
—
—
—
—
—
&mdash
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Ahh, the Sly Fox. Soft beds, warm turnip pie — such pleasant memories. Alas, the tavern’s no more. Goblinoids plundered her stores and burnt her to the ground. Those heathens have no
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding