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                        Returning 35 results for 'casting writhing reason'.
                    
                
                        
                            
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                                                     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
                                                
                                            
                                                
                                                     time). Thus, she has no reason to capitulate to mortalsâ demands. As the embodiment of winterâs cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     canât truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortalsâ demands. As the embodiment of winterâs cruelty, she is
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     might prove helpful:
So long as she has mortal worshipers, Auril canât truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Ensnaring Strike 1st-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this
                                                
                                            
                                                
                                                     spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    : Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creatureâs soul is free and willing, the creature is restored to life
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    : Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creatureâs soul is free and willing, the creature is restored to life
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs 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
                                                
                                            
                                                
                                                     touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Entrance. Sgothgahâs advanced magical knowledge has allowed it to set up dozens of wards to protect the temple, each treated as a casting of glyph of warding using the explosive runes option. All but
                                                
                                            
                                                
                                                     characters give the aboleths a reason to be paranoid (which is easy to do, given their natural inclinations), these creatures attack. L3. Landgraveâs Pit The light that fills the pit originates in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Locating Doors Traveling to another plane requires locating a door that corresponds to the desired destination. Thereâs no reason to the doorsâ arrangement, but creatures on the staircase longing for
                                                
                                            
                                                
                                                     Plane of Water 99â00 Curtain of slime framed by writhing tentacles Puddle of brine within the folds of a giant brain in the Far Realm  Irina Nordsol  A cadre of marching modrons encounters a section of the Infinite Staircase engulfed by the Iron Shadow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     crescent moon Ralishaz, god of ill luck and delusion CN Trickery Three bone fate-casting sticks Rao, god of peace and reason LG Knowledge White heart St. Cuthbert, god of common sense and zeal LN
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher
                                                
                                            
                                                
                                                     spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher
                                                
                                            
                                                
                                                     spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     yochlol. The yochlol knows that Gromphâs inability to harness the faerzress is the reason why the ritual failed, but it doesnât know Gromphâs present whereabouts. If the characters ask âYâlaraâ what
                                                
                                            
                                                
                                                     Lolth stands to gain from Gromph casting the ritual, the demon replies, âChaos.â If the yochlol is killed, a character who investigates the grimoire can confirm beyond doubt that Gromph was responsible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Specific Spells Does casting Animate Objects during a Time Stop spell end the Time Stop? No. Commanding the newly created creatures with your Bonus Action does end Time Stop, however. Can you extend
                                                
                                            
                                                
                                                     the target it hits from regaining Hit Points until the end of your next turn. This is true even if the target takes none of the Necrotic damage, whether because of Immunity or some other reason. Using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     no spell components and using Intelligence as the spellcasting ability (spell save DC 16). When casting the spell this way, the spellâs range is 1 mile, and the aboleth can use its telepathy as if it
                                                
                                            
                                                
                                                     were in the illusionâs space. If the aboleth dies or moves its lair elsewhere, these effects end immediately. âThe lies we call reason are fragile things, vulnerable and raw on the shores of eons. But
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     of the humanoid creature type. If the spell targets a pile of bones, there is no creature type restriction; the bones become a skeleton. Does casting animate objects during a time stop spell end the
                                                
                                            
                                                
                                                     one? âThe next timeâ in the spell description indicates that the extra damage applies only once, the first time you hit a creature after you finish casting the spell. Is the chill touch spell intended
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     can be read only by you or someone casting Identify. You determine the bookâs appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the
                                                
                                            
                                                
                                                     a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
 Level 1: Ritual Adept You can cast any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    , and can be read only by you or someone casting Identify. You determine the bookâs appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the
                                                
                                            
                                                
                                                     into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.
 Level 1: Ritual Adept You can cast any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     yourself that isnât behind Total Cover. Your eyes also turn black or become writhing sensory tendrils. Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy
                                                
                                            
                                                
                                                      Greater Restoration, Wall of Force 
   In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     for an expected reason. Worried about the punishments the fanatics will inflict upon them for letting invaders into Illithinoch, the two mind flayers fight to the death. Dripping Statue. The infected
                                                
                                            
                                                
                                                     magic to decipher. It reads, âChambers of Hashutu, most refined and chosen, who is blessed with writhing gifts for hands.â This chamber contains a large tub crusted with blue stains, a desk and shelves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     cast by a cleric, a druid, a sorcerer, a warlock, or a wizard. 4 You drank a potion (of the DMâs choice). 5 You found a spell scroll (of the DMâs choice) and succeeded in casting the spell it
                                                
                                            
                                                
                                                     becomes indifferent at best, though they might eventually forgive you. 10 For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     two ochre jellies. Treasure. The four cultists each wear a gold mask of Zargon worth 50 gp. B69: Foul Chapel Sconces flicker in slimy alcoves within this ruined chapel, casting an eerie glow on five
                                                
                                            
                                                
                                                     mind flayer stat block, though he can also speak Common. Four of the tentacles under the high priestâs mask are alive, writhing subtly as he speaks. Zekrikitch telepathically probes the minds of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     mean it can cast a spell as an action or as a bonus action? If a monster has the ability to cast a spell at will, that spell is cast using its normal casting time. If a monster makes a melee attack that
                                                
                                            
                                                
                                                     with it. Can a hydra use Reactive Heads to make multiple opportunity attacks against one creature at the same time when it provokes? Yes. For that reason, we recommend taking the Disengage action when youâre going to move away from a hydra.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. Thatâs one reason they loathe the cultists of elemental water, with all their
                                                
                                            
                                                
                                                     knows a fight is coming but canât preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray. Bastian Thermandar
 Medium humanoid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     graven signs and sigils. A casting of detect magic reveals that the glyphs radiate an aura of conjuration magic. If the correct pair of glyphs are touched, the creature touching them will be
                                                
                                            
                                                
                                                     golden eye swims into view in the stoneâs writhing center. For each creature that sees the eye, roll a d12 and consult the following table. The creature is affected as if by a symbol spell of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see âDoorsâ and âPortcullisesâ below), escort the characters to
                                                
                                            
                                                
                                                     hammocks here, resting between shifts patrolling the walls. The erinyes are immediately suspicious of the characters, as visitors donât usually come here. Unless the characters provide a compelling reason
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     and flags of its two groups of guardians, the Hellriders and the Companions. It might be fairly said that the only reason Elturgard can exist as a nation is because of these knights, for it faces
                                                
                                            
                                                
                                                     sun is. This constant daylight lessens the farther one travels from Elturel, casting a sort of wan dawn light for fifty or so miles around the city. Beyond that, the orb is visible as a bright beacon in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     Morning looms behind Darkhold to the east, casting a great shadow over the keep from sunrise until nearly midday. Darkhold sits in a cleft in the side of the Gray Watcher, the highest point of permanent
                                                
                                            
                                                
                                                     pragmatic, willing to do whatever necessary to achieve their ends. But they have no need to terrorize the folk of Darkhold Vale, for one simple reason: they already control them. In years past, these folk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     hour before it dies out. This property can be activated at will. Casting an identify spell on the fireplace reveals both its property and the command word needed to activate it. 26. Port Lawn A healthy
                                                
                                            
                                                
                                                     his sister. He doesnât like making enemies, so he tries to reason with adventurers who cross his path. If all they want is Sansuriâs conch of teleportation, he will divulge that Sansuri keeps the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     atop each one, casting flickering light across a claw-footed altar carved from a single block of obsidian, and which has a small angel-shaped flame erupting from its top. A gray-haired woman kneels
                                                
                                            
                                                
                                                     two. V29. Prison Read the following boxed text when the characters open the door to this room: A broad-shouldered figure with purple skin and a beard of writhing snakelike tentacles stands in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmultâs House of Mastery Part school and part alehouse, this wide three-story
                                                
                                            
                                                
                                                     filled with writhing hooks and chains. With no laborers willing to tear the place down, the Council of Four boarded up the doors but left the mansion standing. For decades now, no one has been observed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     object within 20 feet of it: 1d6 for a handful, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmultâs
                                                
                                            
                                                
                                                     squad smashed its way into the building. Only two of its members emerged, babbling about shifting rooms and blood-soaked abattoirs filled with writhing hooks and chains. With no laborers willing to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     force field around Kolat Towers keeps out riffraff, Sidra assumes the characters are guests of Manshoon arriving for a clandestine meeting. If the characters give her no reason to believe otherwise, she
                                                
                                            
                                                
                                                     pushed or pulled around. Casting dispel magic on the statue while itâs floating causes it to fall, topple off the ledge, and shatter in area K5 below. Anyone in that area when the statue falls must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     pipeweed; the scent is almost obscured by incense and delicate perfume. If Lord Cassalanter has invited the characters to his home for any reason, he meets them here. If the conversation turns to business
                                                
                                            
                                                
                                                     Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
                                                
                                            
                                        






