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Returning 35 results for 'charge removed granting to have reveals'.
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Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
.
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
Monsters
Tales from the Yawning Portal
Charge. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
":"damage","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.Multiattack. The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its
Monsters
Candlekeep Mysteries
. As an action, the golem can expend 1 charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Monsters
Spelljammer: Adventures in Space
spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn’t function, but the time it
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the precariousness of his position. After all, Dispater’s
acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
Equipment
.
Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Orcus
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Monsters
Out of the Abyss
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
Magic Items
Eberron: Rising from the Last War
charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
The crown regains 1d6 + 3 expended charges daily at dawn.
Symbiotic Nature. The crown can’t be removed from you while you
(spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2
Magic Items
Strixhaven: A Curriculum of Chaos
cursed creature is incapacitated.
After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar
magic. All cases of the curse end if Murgaxor’s orb is destroyed.
Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
Cats of Uldun-dar (ivory cat molar)
9 cat;cats
The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
Magic Items
Eberron: Rising from the Last War
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can’t be removed from you while you
Equipment
armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
Magic Items
The Wild Beyond the Witchlight
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
with 3 charges. This wand can’t recharge and crumbles to ashes when its final charge is expended. Once used, this property of the cauldron can’t be used again for 8 days.
If you spend 1
Deck of Many Things
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
Barbarian
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Classes
Basic Rules (2014)
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press
the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties. The Eye of Vecna and the Hand of Vecna
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th level or higher to pass through this gate (see
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
can’t be done until every bit of treasure inside it is removed. Only Strahd can open the two means of entry: a sealed adamantine door set into the base of the tower on the north side, and an adamantine
shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
can’t be done until every bit of treasure inside it is removed. Only Strahd can open the two means of entry: a sealed adamantine door set into the base of the tower on the north side, and an adamantine
shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
aura of illusion magic. It has no substance, and creatures and objects can pass right through it. The illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
aura of illusion magic. It has no substance, and creatures and objects can pass right through it. The illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone
(6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). The crown regains 1d6 + 3 expended charges daily at dawn. Symbiotic
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Becoming a Seraph To be chosen by an Arch Seraph is to become a vessel for the principles they uphold. This is a charge not to be taken lightly, and those who display righteousness with the intention
? Relinquishing Divinity
Characters who reach Stage 1 of the Seraph Transformation do not typically seek power without righteous cause. The Transformation’s Boons and Flaws can be removed at any time
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone
(6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). The crown regains 1d6 + 3 expended charges daily at dawn. Symbiotic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
wand can use an action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when the holder stops waving the wand. The wand