Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'clashing reverse glowing to have requires'.
Other Suggestions:
casting reverts glowing to have requires
casting revered growing to have requires
closing revered growing to have requires
casting revered glaring to have requires
closing revered glaring to have requires
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Blue Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
Ring of Shooting Stars
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
4
2d4
3
2d6
2
5d4
1
4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Lodestone Wondrous Item, Very Rare (Requires Attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying
pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon devil binds a nightmare (described in the Monster Manual) to its service with infernal tack
an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Hell Hound Cloak Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1
of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. Against the Giants
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Topaz Annihilator Weapon (Firearm), Legendary (Requires Attunement) This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
11. North Barracks The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Equipment Energy Bow
Studded Leather Armor
Shortsword
Druidic Focus (sprig of mistletoe)
Explorer’s Pack
Dice Set
Hooded Lantern
Manacles
Traveler’s Clothes
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fifteen brightly glowing giant fire beetles. (The giant uses the cage as a lantern.)
Iron Pieces. Wings to the west and east contain pieces of sculpted iron of all shapes and sizes.
The giant, Hrossk
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
psychic damage. Acheron Wardrobe The scene on this door depicts an army of orcs clashing with an army of hobgoblins. When the door is opened, read: Dust and smoke billow from the wardrobe, and the air
citadel walls. Suddenly, a single glowing ember flies out of the wardrobe and transforms into a winged, bony fiend with a smiling, skull-like visage.
Opening the wardrobe summons a bone devil. When it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Spell School Special Acid Splash Evocation
Conjuration — Finger of Death Necromancy — Fire Storm Evocation — Plane Shift Conjuration M Prismatic Spray Evocation — Reverse Gravity Transmutation C Teleport Conjuration — Level 8 Sorcerer Spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Arcane Illusion — Plane Shift Conjuration M Regenerate Transmutation — Reverse Gravity Transmutation C Symbol Abjuration M Level 8 Druid Spells Spell School Special Animal Shapes Transmutation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glowing quartz pillars cast bright light throughout the room.
Mannequins. Twenty dwarf-sized wooden mannequins stand in two rows of ten in the middle of the room.
Racks. Stone racks mounted on the
gate to open for 1 minute. The dance requires 1 minute to perform. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light
and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe. Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Energy Bow Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your
yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Conceptopolis Hank draws his Energy Bow
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Sorcerer Spells) Spell School Special Acid Splash Evocation
Conjuration — Finger of Death Necromancy — Fire Storm Evocation — Plane Shift Conjuration M Prismatic Spray Evocation — Reverse Gravity Transmutation C Teleport Conjuration — Level 8 Sorcerer Spells
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 13 Wisdom saving throw. The creature takes 17 (5d6) psychic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Shooting Stars Ring, Very Rare (Requires Attunement) You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend
1 4d12 2 5d4 3 2d6 4 2d4 Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within