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                        Returning 26 results for 'changed casting'.
                    
                
                        
                            
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                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , teleport, wishNegate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or
                                                
                                            
                                                
                                                     lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 22 Intelligence saving throw, or the spells fails and has no effect.Iggwilv can take 3 legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and
                                                
                                            
                                                
                                                     using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts
                                                
                                            
                                                
                                                     realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body collapses into shards of
                                                
                                            
                                                
                                                     Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Bronze Dragon Lairs Bronze dragons usually make their homes near or under the sea. The region containing an adult or ancient bronze dragon’s lair is changed by its presence, creating the following
                                                
                                            
                                                
                                                     Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Hallucinatory Terrain 4th-level illusion Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a stone, a twig, and a bit of green plant) Duration: 24 hours You make natural terrain in a 150
                                                
                                            
                                                
                                                     the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Ceremony 1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special
                                                
                                            
                                                
                                                     religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Shape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that
                                                
                                            
                                                
                                                     water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Hallucinatory Terrain 4th-level illusion Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a stone, a twig, and a bit of green plant) Duration: 24 hours You make natural terrain in a 150
                                                
                                            
                                                
                                                     the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Hallucinatory Terrain Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes
 Range: 300 feet
 Components: V, S, M (a mushroom)
 Duration: 24 hours
 You make natural terrain in
                                                
                                            
                                                
                                                     the area aren’t changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Shape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that
                                                
                                            
                                                
                                                     water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Hallucinatory Terrain Level 4 Illusion (Bard, Druid, Warlock, Wizard) Casting Time: 10 minutes
 Range: 300 feet
 Components: V, S, M (a mushroom)
 Duration: 24 hours
 You make natural terrain in
                                                
                                            
                                                
                                                     the area aren’t changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     wizard would not release him. When Gazre-Azam changed tactics and became less helpful, Zikran cast a complicated and near-permanent spell to keep Gazre-Azam from escaping. The djinni reveals that the
                                                
                                            
                                                
                                                     exchange, he offers the characters one free casting of a wish spell. If the characters agree to Gazre-Azam’s request, he asks that they take him along. While bound to the book, Gazre-Azam can’t use his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     toward the characters is changed in this way, the arcanaloths repay the party’s kindness any way they can — short of placing themselves in harm’s way. Their helpfulness doesn’t last long, however. After
                                                
                                            
                                                
                                                     touches the shield becomes cursed with the flaw: “I take no joy or pleasure in anything.” This flaw supersedes any opposing flaw. Casting a remove curse spell or similar magic on the creature ends the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     save or half as much damage on a successful one. Casting Dispel Magic on the door removes the glyph, allowing the door to be opened safely. Old carvings of monstrous, tentacled beings adorn the walls
                                                
                                            
                                                
                                                     as much damage on a successful one. Casting Dispel Magic on the door removes the glyph, allowing the door to be opened safely. This room is filled with lumpy shapes bound in webs.
 Dozens of driders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night
                                                
                                            
                                                
                                                    , telepathy 1,000 ft.
 Challenge 9 (5,000 XP)
 Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
 Divine Rejuvenation. When Auril drops to 0 hit points, her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     Morning looms behind Darkhold to the east, casting a great shadow over the keep from sunrise until nearly midday. Darkhold sits in a cleft in the side of the Gray Watcher, the highest point of permanent
                                                
                                            
                                                
                                                     I’ve ever heard — even worse than those that fall from the foul lips of orc raiders in the North. The attitudes of the vale folk have changed over the years, however, no doubt due in part to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water
                                                
                                            
                                                
                                                     accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     brought. As the first monk examines an offered gift, determining its title and provenance, a second gate guard performs a casting of the message spell. The Waterdhavian sage Waldrop tells me that the
                                                
                                            
                                                
                                                     great library. The Keeper’s word is law, quite literally — each Keeper’s edicts are recorded for the edification of future Keepers, and all are maintained as ongoing traditions until changed by the word
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     — rather, it’s a domain frozen by its prince’s broken heart. If the prince’s story were changed, the realm would change with it. Time and space are both malleable in the Faerie Court, and a mortal who
                                                
                                            
                                                
                                                     source of many aberrations, including the terrifying daelkyr.  Xoriat Manifest Zone Features   d4 Feature   1 Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the Wild
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the
                                                
                                            
                                                
                                                     connections, as well as to learn what has changed of the world in their century of absence. The Lake of Steam. Far to the south and east of the Sword Coast, the Lake of Steam is more accurately an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     living from her business, but all that changed when Baldur’s Gate forged a lucrative trade alliance with the merchant princes of Port Nyanzaru in Chult. Shilvin quickly capitalized on the growing
                                                
                                            
                                                
                                                     DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s House of Mastery Part school and part alehouse, this wide three-story
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     generic arcane feature could instead grant any franchisee the ability to cast a specific spell of 6th level or lower, with a limitation of one casting per day. An arcane feature should be something that
                                                
                                            
                                                
                                                     or an airship, this headquarters can alter its appearance with illusion magic. Additionally, the appearance of some or all creatures aboard can be changed as if they were affected by a seeming spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     a decent living from her business, but all that changed when Baldur’s Gate forged a lucrative trade alliance with the merchant princes of Port Nyanzaru in Chult. Shilvin quickly capitalized on the
                                                
                                            
                                                
                                                     object within 20 feet of it: 1d6 for a handful, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the password. That character gets a moment’s warning of what’s coming. In an amazing coincidence, “Whippoorwill” is the phrase Flabbergast set on the stone token to trigger casting the ritual. If the
                                                
                                            
                                                
                                                     Secret. Gorat’s secret is the first to activate in this section. His goal is to come up with a toast that calls Tannus to battle, to see once and for all whether his friend has changed. Encourage the
                                                
                                            
                                        





