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Returning 35 results for 'casting revelations guild to have reduce'.
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Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Monsters
Guildmasters’ Guide to Ravnica
Counterflux Overcast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Counterflux Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others:
3/day each: enlarge/reduce, mage armor (self only
Monsters
Guildmasters’ Guide to Ravnica
Fluxbending Overcast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fluxbending Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Monsters
Van Richten’s Guide to Ravenloft
-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary
Star spawn
emissaries can assume two forms: a lesser form suited to infiltration and a greater star spawn emissary;greater, physically overwhelming form. To destroy an emissary, characters must reduce each of
Monsters
Van Richten’s Guide to Ravenloft
undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have
a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Legend Lore Level 5 Divination (Bard, Cleric, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP
the DM. The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
damage on a hit. Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Harm Level 6 Necromancy (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash virulent magic on a creature you can see within range. The target
makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
inside, having barricaded the doors with furniture. Trying to break down the doors are four members of the Xanathar Guild (CE male human bandits) under the command of a dwarf enforcer named Noska
1 gp each to watch Noska’s back. The characters can turn them against Noska by offering a larger bribe (at least 5 gp each). If the characters turn the hooligans against Noska or reduce the dwarf to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Freedom of Movement 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour You touch a willing
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Enlarge/Reduce 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute You cause a creature or an object
and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. Reduce. The target’s size is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Greater Restoration 5th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration: Instantaneous You imbue a
creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Freedom of Movement 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour You touch a willing
creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Greater Restoration 5th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration: Instantaneous You imbue a
creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Enlarge/Reduce 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute You cause a creature or an object
and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. Reduce. The target’s size is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Prime Speaker Zegana The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which
espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild — members of the Adaptationist faction in particular — argue that her ways are
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
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
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
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
weapon of a dragon magical?” in the “Monsters” section below. What’s an example of an effect that can reduce exhaustion? The greater restoration spell can reduce exhaustion. Is there a way to get lost
within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules. Does casting a spell while taking a short rest
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Create Homunculus 6th-level transmutation Casting Time: 1 hour Range: Touch Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at
reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
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
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is