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Returning 35 results for 'casting wind reverts'.
Other Suggestions:
casting wind repeats
calling wind revere
crafting with reverts
Spells
Player’s Handbook
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
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
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
Steel Wind Strike
Legacy
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Spells
Xanathar's Guide to Everything
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
Monsters
Bigby Presents: Glory of the Giants
area is heavily obscured. The cloud lingers until the start of the giant’s next turn or until a strong wind disperses it.Negate Spell (Requires Cloud Rune). When the giant sees a creature within 60
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
Monsters
Waterdeep: Dungeon of the Mad Mage
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 dragon's choice).
In a new form, the dragon retains its
dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
Monsters
Icewind Dale: Rime of the Frostmaiden
animals
2nd level (3 slots): animal messenger, moonbeam, pass without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
4th level (3 slots): hallucinatory terrain, ice storm
5th level
). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.Frost druids are solitary defenders of nature and the
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing or carrying isn’t transformed. It reverts to its true form if it dies.Multiattack. The werebear makes two melee attacks.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Monsters
Adventure Atlas: The Mortuary
be dispersed by wind. It does not move with him.
Each creature that enters the fog for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw, taking 28 (8d6
Counterspell. Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
Monsters
Vecna: Eve of Ruin
action), Gust of Wind, Mirror Image, Nondetection
1/day each: Greater Invisibility, Polymorph, Scrying (as an action)Strahd can take 3 legendary actions, choosing from the options below. Only one
;s control.
Change Shape. Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he
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
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
. 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 dragon's choice).
In a new form, the dragon retains its alignment, hit
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
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 dragon's choice).
In a new form, the dragon retains its alignment
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
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.
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
Instrument of the Bards
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its
Rare
Stone shape, wall of fire, wind wall
Doss lute
Uncommon
Animal friendship, protection from energy (fire only), protection from poison
Fochlucan bandore
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
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->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->Xanathar's Guide to Everything
Steel Wind Strike 5th-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You flourish the weapon used in the casting
and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
transforms into an androsphinx and attacks the party. If it is victorious, the sphinx returns to its pedestal and reverts to its inanimate state. It turns to dust if reduced to 0 hit points. Voices of
Netheril As the adventurers walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. Bedine nomads believe
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
transforms into an androsphinx and attacks the party. If it is victorious, the sphinx returns to its pedestal and reverts to its inanimate state. It turns to dust if reduced to 0 hit points. Voices of
Netheril As the adventurers walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. Bedine nomads believe
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->Xanathar's Guide to Everything
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
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
Steel Wind Strike Level 5 Conjuration (Ranger, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ SP)
Duration: Instantaneous
You flourish the weapon used
in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Steel Wind Strike 5th-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You flourish the weapon used in the casting
and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
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->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