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Returning 35 results for 'change rate glowing to have reflecting'.
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Spells
Player’s Handbook
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Monsters
Waterdeep: Dungeon of the Mad Mage
each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into
is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of
Monsters
Guildmasters’ Guide to Ravnica
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
Monsters
Guildmasters’ Guide to Ravnica
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be surprised, as a result of
Monsters
Guildmasters’ Guide to Ravnica
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
Monsters
Princes of the Apocalypse
damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Monsters
Quests from the Infinite Staircase
palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and
, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form
its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its
’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
god should never guarantee success or victory, nor should a god’s interference portend immediate defeat. Gods can act to change the balance of an encounter or offer an avenue of escape, but they count
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
city. He has seen that same glowing ripple recently along local tributaries of the Iravati River. The first time he saw it was twelve days ago, the first day of the Shankha Trials. He followed the
glowing ripples, tracing them along a small river called the Tinjhorna. Near a series of waterfalls, Tinjhorna the riverine warned Dukha to stay away, accusing mortal folk of unleashing tainted magic upon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the duration. The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it. A portal is open on only one side (you
choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
structure as well as a metaphorical one: the Pyrgnos is a glowing stone tower standing near the coast. It is literally formed from the collected learnings of the polis, recorded on carved stone tablets and
glowing letters hovering in the air. At night, the Pyrgnos shines like a lighthouse where the sea wall meets the shore, gleaming on the waters of the Siren Sea. A decade ago, the Pyrgnos was partly
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the room. You see glowing moonstones, thumb-sized emeralds, shining silvery mithral wands, and strange spheres covered in turquoise and gold, as well as dozens of copper levers and golden spheres
glowing white runes wink into existence, drifting about the room like snowflakes. This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of Esclarotta
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the room. You see glowing moonstones, thumb-sized emeralds, shining silvery mithral wands, and strange spheres covered in turquoise and gold, as well as dozens of copper levers and golden spheres
glowing white runes wink into existence, drifting about the room like snowflakes.
This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
they defend. They frequently change into giant, idealized versions of the animals they’re associated with—albeit with glowing eyes. When contending with people, they sometimes appear as humanlike beings
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Finishing School. This boarding school boasts a flawless graduation rate—for those students who don’t disappear. Nobriskov. Pious and formal, the Nobriskovs claim descent from Borca’s ancient clans
and their ashes scattered in the wastelands. Ritter. The shear-wielding Ritters define the cutting edge of fashion. Their coveted designs change seasonally, and any who create reproductions meet
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that feels like the interior of some vast, insectile organ. Dozens of pale, oblong masses lie piled at the room’s center, and a curved passage leads out of the space. Nearby, a glowing, oval portal
. They’re written in Deep Speech and change constantly. A creature who reads them realizes they recount terrifying ends for Atagua and Chimagua, and that creature must make a DC 20 Wisdom saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Fire Fire represents vibrancy, passion, and change. At its worst, it is cruel and wantonly destructive, as the efreet often are, but at its best, fire reflects the light of inspiration, the
cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. Adventurers frequently come here on quests
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
efreet’s grandiose and cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. The heart of the city
hangout for ballooning enthusiasts. Plane of Fire Adventures Fire represents vibrancy, passion, and change. At its best, fire reflects the light of inspiration, the warmth of compassion, and the flame
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
called the Runestone. The crystal radiates bright blue-white light in a 120-foot radius and dim light for an additional 120 feet. Halaster’s red-glowing rune floats inside it. The Runestone is a Large
-orange, and Halaster’s rune turns from bright red to fluorescent purple. The brightness and extent of the light doesn’t change. Runestone Fragments The surface of the Runestone is rough and splintered
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
way to modify an existing race is to change its appearance. Changes to a race’s appearance need not affect its game elements. For example, you could transform halflings into anthropomorphic mice
at odds, reflecting some greater conflict between the forces of good and evil in your campaign. Here are our basic goals for the aasimar: Aasimar should make effective clerics and paladins. Aasimar
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
and clings to its targets. Toughened Scales. Glowing magical energy swirls across the dragon’s scales, granting the dragon resistance to bludgeoning, piercing, and slashing damage until initiative
dragon who doesn’t already have legendary actions, those actions significantly change the way the dragon plays and probably adjust their challenge rating upward by 1 or more. Use the guidelines on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin.
6 Locusts, cicadas, wasps
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
trial—the most important question.”
The flames swirl around you both, rising to obscure everything but Demelin’s glowing eyes.
“Time to find out who you are...”
There’s a flash of green light, and
rival or a non-spellcasting ally steps between those trying to escape and the oncoming dragon. Unaware of the character, this rival uses the incredible magic of a glowing staff to hold off the dragon
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Furygale Repository When the characters arrive at the Furygale Repository, they find a warehouse-like structure with walls that slowly change shape and color, as if melting and reforming. Floating
, glowing with discordant lights that shimmer, clash, consume one another, and then glow anew.
Map 5.1 shows the layout of the repository. Furygale Repository Features The following features apply
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high and 15 feet wide, but Yan-C-Bin sometimes takes the shape of a gaunt, venerable, dark-skinned human with wispy white hair and glowing white eyes. When he wishes to remain unseen, Yan-C-Bin
manifests only as a gust of cold wind flowing silently past. From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil
Equipment
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
Equipment
a horrific display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and
teleported to the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
building to investigate suspicious sounds. A new shift starts every four hours, and six guards show up at each shift change.
Equipment
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
Equipment
horrific display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius