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                        Returning 28 results for 'cause when repeats'.
                    
                
                        
                            
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                                        cause when repeat
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
                                                
                                            
                                                
                                                     function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The
                                                
                                            
                                                
                                                     target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the targetâs turns, it repeats the save, ending the effect on itself
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
                                                
                                            
                                                
                                                    , the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
                                                
                                            
                                                
                                                     minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You canât use this property again until you finish a Short or Long Rest.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area
                                                
                                            
                                                
                                                    .
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ât take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1
                                                
                                            
                                                
                                                     minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a regionâs other denizens, by either unleashing long-buried evils or misusing scarcely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Gem of Brightness Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects
                                                
                                            
                                                
                                                     command word or until you use another function of the gem.
 Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Gem of Brightness Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects
                                                
                                            
                                                
                                                     command word or until you use another function of the gem.
 Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
                                                
                                            
                                                
                                                     targetâs turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
                                                
                                            
                                                
                                                     targetâs turns, it repeats the save, ending the effect on itself on a success. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Harpy Winged Voice of Doom Habitat: Coastal, Forest, Hill, Mountain; Treasure: Any Mark Zug  Hate-filled creatures, harpies strive to cause pain and bring an end to love and life. These monsters
                                                
                                            
                                                
                                                     and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
                                                
                                            
                                                
                                                     turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in
                                                
                                            
                                                
                                                     turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead
                                                
                                            
                                                
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the separated water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead
                                                
                                            
                                                
                                                     repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spellâs area, and the separated water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     to inspire a doppelgangerâs plot.
   Doppelganger Deceptions    1d6 The Doppelganger Schemes To... 
     1  Cause chaos within the temple of a deity that cursed it to live without a true form
                                                
                                            
                                                
                                                    . Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
 Bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     and multifaceted gemstones. Subtle enchantments cause the carvings of gemstones to glitter like genuine gems. Darkness The crypt isnât illuminated, and its denizens rely on darkvision to see. Area
                                                
                                            
                                                
                                                     invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, âThe brain eaters have come! Save us! If you cannot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     at 3rd level, you gain the following two Channel Divinity options. Natureâs Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral
                                                
                                            
                                                
                                                     the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. Turn the Faithless. You can use your Channel Divinity to utter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Catching Kettlesteam Kettlesteam (see the accompanying stat block) snoops around the carnival under the cover of a disguise self spell, looking to cause trouble. The kenku has stolen the voice of a
                                                
                                            
                                                
                                                     their wagon. She repeats the conversation, using her Mimicry trait to imitate Lightâs agitated voice (âSomeone is going to find out about this! Theyâll shut us down!â) followed by Witchâs calm yet firm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     become a danger to the town. If the characters distract Kopoha from the event at the Yearning Timbers event hall, Danai will lead the characters to the gate to Arborea. Danai doesnât know the cause
                                                
                                            
                                                
                                                     respectfully preventing the empyrean from entering the Yearning Timbers. Inside is a rare, invite-only event being hosted by Rillifane Rallathil, an elf god of nature. Manalath apologizes and calmly repeats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20. 86â95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not
                                                
                                            
                                                
                                                     behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     within the radius must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature blinded by this effect repeats the Constitution saving throw at the end of each of its turns
                                                
                                            
                                                
                                                     save, or half as much damage on a successful one. Any open flames brought into the area cause the gas to explode. Each creature in the explosion must make a DC 15 Dexterity saving throw, taking 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20
                                                
                                            
                                                
                                                    , you can cause that attack to hit instead. Oath of the Ancients Preserve Life and Light in the World The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you canât do so again until you finish a short or long rest. Hill Rune (7th Level or
                                                
                                            
                                                
                                                     ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you canât do so again until you finish a short or long rest. Giantâs Might 3rd
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened
                                                
                                            
                                                
                                                     condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you canât use it again until you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     repeats the save, ending the effect on itself on a success. Once you use this feature, you canât use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
                                                
                                            
                                                
                                                     another Barbarian who has this option active. Ram. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack. Path of the World
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    , the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Level 11: Fey Reinforcements You
                                                
                                            
                                                
                                                    : Stalkerâs Flurry The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     pillars, their seemingly dead eyes open wide as if in a state of intense focus.
 Silver Pillars. Exuding enchantment magic that dulls will and perception, the silver pillars cause any creature in the
                                                
                                            
                                                
                                                     one. This effect repeats every round until the room is empty, when the trap resets. The path becomes difficult terrain, and if the creatures in areas 33 and 35 can hear the trap go off, the guards
                                                
                                            
                                        






