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Returning 35 results for 'casting remaining giving to have reverts'.
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Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Spells
Player’s Handbook
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Spells
Player’s Handbook
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
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Fizban's Treasury of Dragons
a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor
scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Spells
Xanathar's Guide to Everything
, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Monsters
Curse of Strahd
than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
In a new form, the
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love.
Strahd has no interest
Monsters
Bigby Presents: Glory of the Giants
delight in corrupting storm giants to their service, transforming them into storm heralds.
A storm herald grows fins and tentacles, giving it a monstrous appearance. Its mind is wholly under its master
’s sway, and the herald gains fearsome psychic powers to use in advancing its master’s plans. When the herald dies, it reverts to its previous appearance.
A storm herald might try to sway
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies.
Monsters
Strixhaven: A Curriculum of Chaos
necrotic damage.After giving the characters their quest, Professor Lang hands them a file with information the faculty members have collected about Murgaxor from university records. Tell the players
, takes its turns on initiative count 10 (losing initiative ties), fights until destroyed, and reverts to a mound of inanimate clay after 1 hour.
Earthen Fist. A medium fist of packed earth rises
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines
Magic Items
Baldur’s Gate: Descent into Avernus
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
.
A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a
Magic Items
Tomb of Annihilation
.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that
successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
Casting the staff into a sphere of annihilation
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Lizardfolk Shaman
Legacy
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Monsters
Monster Manual (2014)
(escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Claws (Lizardfolk
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7;{"diceNotation":"1d20+7
humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag
Simulacrum
Legacy
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
Fey Ancestry. The drow has advantage on
Scrying
Legacy
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Spells
Basic Rules (2014)
the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a
spells
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice, and the target gains a number of Temporary Hit Points equal to
can choose to end the spell early. If it does, the creature loses all remaining Temporary Hit Points granted by this spell and takes Necrotic damage equal to the Temporary Hit Points lost.
Using a
Animate Objects
Legacy
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Spells
Basic Rules (2014)
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Wish
Legacy
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Spells
Basic Rules (2014)
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
to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
Tiny Servant 3rd-level transmutation Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours You touch one Tiny, nonmagical object that isn’t attached to another object or a surface
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Simulacrum Level 7 Illusion (Wizard) Casting Time: 12 hours
Range: Touch
Components: V, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
Duration: Until dispelled
You create a
simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Using a
Animate Objects Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Objects animate at your command
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animate Objects Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
DAVID AUDEN NASH A Brazier
, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Polymorph 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour This spell transforms a creature that you can
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mass Polymorph 9th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour You transform up to ten creatures of
replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Claws
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
reverts to its true form, the grapple ends.
Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Change Shape (Recharges after a
Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Polymorph 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour This spell transforms a creature that you can
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0