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Returning 35 results for 'color wasted reaction'.
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Spells
Player’s Handbook
Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted
Magic Items
Dungeon Master’s Guide
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to
color, as shown on the table below. The DM chooses the color or determines it randomly.
d10
Damage Type
Color
1
Absorbing Tattoo, Acid;Acid
Green
2
Absorbing Tattoo, Cold;Cold
Monsters
Spelljammer: Adventures in Space
, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The
shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling
Monsters
Spelljammer: Adventures in Space
themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
Monsters
Spelljammer: Adventures in Space
revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae
generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear
Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Magic Tattoo
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.
Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a
feats
Score Increase. Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
Dodge Spells. You can take a Reaction to avoid a spell that is targeting only you and doesn’t create
dissipates with no effect, and any resources used to cast it are wasted.
Keep Your Enemies Close. When you hit a target that can cast spells with an attack roll using a Melee weapon or an Unarmed Strike
Feats
Strixhaven: A Curriculum of Chaos
attack of its own with its reaction.
If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you
to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures
, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action
). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Counterspell Level 3 Abjuration (Sorcerer, Warlock, Wizard) Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Absorbing Tattoo Wondrous item (tattoo), very rare (requires attunement) Produced by a special needle, this magic tattoo features designs that emphasize one color. Tattoo Attunement. To attune to
skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. d10 Damage Type Color 1 Acid Green 2 Cold
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Absorbing Tattoo Wondrous item (tattoo), very rare (requires attunement) Produced by a special needle, this magic tattoo features designs that emphasize one color. Tattoo Attunement. To attune to
skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. d10 Damage Type Color 1 Acid Green 2 Cold
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Shadowfell Brand Tattoo Wondrous item (tattoo), rare (requires attunement) Produced by a special needle, this magic tattoo is dark in color and abstract. Tattoo Attunement. To attune to this item
feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Shadowfell Brand Tattoo Wondrous item (tattoo), rare (requires attunement) Produced by a special needle, this magic tattoo is dark in color and abstract. Tattoo Attunement. To attune to this item
feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its
rarity and effects. Absorption (Very Rare) While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its
rarity and effects. Absorption (Very Rare) While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its
rarity and effects. Conceptopolis Ioun Stones Absorption (Very Rare) While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its
rarity and effects. Conceptopolis Ioun Stones Absorption (Very Rare) While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Absorption Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed
, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Absorption Rod, Very Rare (Requires Attunement) Conceptopolis Rod of Absorption While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create
spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Absorption Rod, Very Rare (Requires Attunement) While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed
, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Absorption Rod, Very Rare (Requires Attunement) Conceptopolis Rod of Absorption While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create
spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The shell is affixed to the ship by a glue-like substance
secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling that of a snail. It has a single watery eye at one end
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is
wasted. Once you use this feature, you can’t use it again until you finish a short or long rest. Slayer’s Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you