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Returning 35 results for 'casting resolve giving to have repeats'.
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Monsters
Strixhaven: A Curriculum of Chaos
the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell’s formation. The creature must succeed on a DC 15 saving throw using the
probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve.
Professors of theory hold that altering the way a person
spells
its saving throw against this spell, you can't target it with a ritual casting of the spell for 24 hours.
While cursed, the target hears haunting, discordant music and has Disadvantage on D20 Test;D20
Tests. The first time the target fails a D20 Test during a turn, it repeats the save against this spell with neither Advantage nor Disadvantage, ending the spell early on a success.
spells
As part of casting this spell, you must expend one Hit Die or the spell automatically fails. A creature you can see within 30-feet of you must make a Constitution saving throw. On a failed save, the
target repeats the save at the end of each of its turns, ending the spell on a success.
Using a Higher-Level Spell Slot. You increase the damage by expending an additional Hit Die for each spell slot level above 1.
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ray of Enfeeblement Level 2 Necromancy (Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from
turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hold Monster Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Hold Person Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up
target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blindness/Deafness Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Befuddlement Level 8 Enchantment (Bard, Druid, Warlock, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a key ring with no keys)
Duration: Instantaneous
You blast the mind
the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Blindness/Deafness Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hold Person Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up
target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ray of Enfeeblement Level 2 Necromancy (Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A beam of enervating energy shoots from
turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blindness/Deafness Level 2 Transmutation (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V
Duration: 1 minute
One creature that you can see within range must
succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hold Monster Level 5 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hold Person Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up
target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wrathful Smite Level 1 Necromancy (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Component: V
of its turns, the Frightened target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wrathful Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s
, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Immolation 5th-level evocation Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Immolation 5th-level evocation Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Crown of Madness Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One creature that you can
turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success. On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Conjure Elemental Level 5 Conjuration (Druid, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a Large, intangible spirit
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Conjure Elemental Level 5 Conjuration (Druid, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You conjure a Large, intangible spirit
its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Confusion Level 4 Enchantment (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Each creature
random creature within reach. If none are within reach, the target takes no action. 9–10 The target chooses its behavior. At the end of each of its turns, an affected target repeats the save, ending
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Monster Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
One creature you can see
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slow Level 3 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Beast Level 4 Enchantment (Druid, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Beast you can see within range
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Person Level 5 Enchantment (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
One Humanoid you can see within range
repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.