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Returning 35 results for 'chance remove globe to have release'.
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change resolve gloom to have release
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change resolve glory to have release
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.
The figurine has a 10 percent chance each time you use it to
Monsters
Tomb of Annihilation
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
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
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
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
drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
Magic Items
The Book of Many Things
greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar
magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
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
made for me. It has come to me. It is part of me.”
Flaw. “Each future that allows a chance for my failure to occur must be tracked, must be focused on, and must be destroyed.”Valin
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The farastu ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
Demodand (1/Day). The farastu has a 40 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Demodand"} chance of summoning 1 farastu demodand. A summoned demodand appears in an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left
Monsters
Planescape: Adventures in the Multiverse
automatically remove the grappled condition from itself.
Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects.Multiattack. The kelubar makes two Bite attacks
40 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Demodand"} chance of summoning its choice of 1d2 farastu demodand;farastu demodands or 1 kelubar demodand. A summoned demodand
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
A darkweaver’s web has a 50 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Darkweaver Webs"} chance of having 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
","rollAction":"Summon Demodand"} chance of summoning its choice of 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Summon Demodand (Farastu Demodands)"} farastu demodand;farastu demodands, 1d2
Magic Items
Baldur’s Gate: Descent into Avernus
evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by
Species
Spelljammer: Adventures in Space
Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They
Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including
Magic Items
Tomb of Annihilation
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life
Magic Items
Waterdeep: Dragon Heist
the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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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
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Misleading Result Chance"} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
monsters
(included in AC)
1/Day Each: Darkness, Daylight, Enthrall, Faerie Fire, Hellish Rebuke (level 2 version), Lesser Restoration, Remove CurseWrin Sivinxi grew up in the small village of Glitterbough in the
obvious choice, and it was by mere chance that she decided to set up that shop in Otari—it was simply the port she’d arrived at when her capacity to carry her collection finally outweighed
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Depths
You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a
dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe
The only way to destroy the axe is to melt it down in the
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later
treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing
5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Adventure Hooks Any adventure that takes place in Droaam or involves creatures that hail from that nation gives the players and their characters a chance to deal with monsters that don’t
sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Adventure Hooks Any adventure that takes place in Droaam or involves creatures that hail from that nation gives the players and their characters a chance to deal with monsters that don’t
sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
order, will help for a spell.” Releasing the Spirits If the characters don’t attempt to remove gems from the room, or if they spend too long deliberating, create a new trigger to release the spirits
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
order, will help for a spell.” Releasing the Spirits If the characters don’t attempt to remove gems from the room, or if they spend too long deliberating, create a new trigger to release the spirits