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                        Returning 35 results for 'cause were removed'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
                                                
                                            
                                                
                                                     to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage. The dragonborn can cause the sword to flare with bright light, and the
                                                
                                            
                                                
                                                     dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
                                                
                                            
                                                
                                                     encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    ","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed
                                                
                                            
                                                
                                                     by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can
                                                
                                            
                                                
                                                     this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
                                                
                                            
                                                
                                                     Sarnaster’s Lair
Valin can use her lair actions in any area of the tomb.
Lair Actions
On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
                                                
                                            
                                                
                                                     takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.
Each undead creature in the lair can pinpoint the location of each
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle’s
                                                
                                            
                                                
                                                     altitude and location remain fixed until the orb is returned or replaced.
As an action, you can cause one of the following effects to occur if you are touching the orb:
The castle moves at a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.
Since gaining his position, Titivilus has convinced Dispater that countless
                                                
                                            
                                                
                                                     that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the precariousness of his position. After all, Dispater’s
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     magical properties are suppressed until it is removed from Valdemar’s skull.
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When
                                                
                                            
                                                
                                                     cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Evil creatures can’t
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (losing initiative ties), Halaster takes a lair action to cause one of the following effects:
Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30
                                                
                                            
                                                
                                                     or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    ’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
                                                
                                            
                                                
                                                    , you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest.
4
The Mill Road Murders (halfling canine)
3 green hag
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer&rsquo
                                                
                                            
                                                
                                                    .
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
                                                
                                            
                                        
                                                    Aboleth
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s
                                                
                                            
                                                
                                                     skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
                                                
                                            
                                        
                                                    Mummy Lord
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet
                                                
                                            
                                                
                                                    
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.
Each
                                                
                                            
                                        
                                                    Helm of Brilliance
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
                                                
                                            
                                                
                                                     at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
                                                
                                            
                                                
                                                     turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
                                                
                                            
                                        
                                                    Geryon
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    . This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
                                                
                                            
                                                
                                                     initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst
                                                
                                            
                                        
                                                    Geryon (Summoner Variant)
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    . This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
                                                
                                            
                                                
                                                     initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Geryon causes a blast of cold to burst from the ground at a point
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if
                                                
                                            
                                                
                                                     thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After
                                                
                                            
                                        
                                                    Deck of Many Things
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
                                                
                                            
                                                
                                                    , discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause
                                                
                                            
                                                
                                                     it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
 The fifth paragraph has been removed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6  Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
                                                
                                            
                                                
                                                     hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6  Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
                                                
                                            
                                                
                                                     hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     destroyed or removed from its castle, the castle’s altitude and location remain fixed until the orb is returned or replaced. As an action, you can cause one of the following effects to occur if you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects: Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes
                                                
                                            
                                                
                                                     restores a door or an archway previously removed in this way. Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him. Regional Effects When Halaster
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any
                                                
                                            
                                                
                                                     successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     incarnation. The image says, in Olman, “Command me to answer, and I shall.” The image of a long-dead Olman is superimposed on the character’s reflection. A command spell can cause the spirit to answer
                                                
                                            
                                                
                                                    , the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During
                                                
                                            
                                                
                                                     spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30
                                                
                                            
                                                
                                                     the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from
                                                
                                            
                                                
                                                     psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragonborn can cause the sword to flare with bright light, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the start of the dragonborn’s next turn. The sword can
                                                
                                            
                                                
                                                     poisons affecting the target are removed.
 Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     dust. When all the gems are removed or destroyed, the helm loses its magic.  Helm of Brilliance You gain the following benefits while wearing it: You can use an action to cast one of the following
                                                
                                            
                                                
                                                     and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30
                                                
                                            
                                                
                                                     the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18
                                                
                                            
                                                
                                                     word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon
                                                
                                            
                                        





