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                        Returning 35 results for 'condition wand replaces'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The
                                                
                                            
                                                
                                                     target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target’s turns, it repeats the save, ending the effect on itself
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     indefinitely. Additionally, he can cast create undead even when it isn’t night.
Special Equipment. Orcus wields the Wand of Orcus.Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt
                                                
                                            
                                                
                                                     attacks.
Wand of Orcus. Melee Weapon Attack: +19;{"diceNotation":"1d20+19", "rollType":"to hit", "rollAction":"Wand of Orcus"} to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11);{"diceNotation":"3d8+11
                                                
                                            
                                        
                                                     Magic Items
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the
                                                
                                            
                                                
                                                     stone.
Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
                                                
                                            
                                                
                                                    . Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
                                                
                                            
                                                
                                                     the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wand of Paralysis Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from
                                                
                                            
                                                
                                                     the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
                                                
                                            
                                                
                                                     location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
                                                
                                            
                                                
                                                     location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Wand of Orcus, which is described in the Dungeon Master’s Guide. Orcus
 Huge Fiend (Demon), Chaotic Evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit Points 405 (30d12 + 210
                                                
                                            
                                                
                                                     Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities charmed
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
                                                
                                            
                                                
                                                    .
Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of undeath.” 81–00 “I am awash in the awareness of life’s futility.”    Orcus
 Huge fiend (demon), chaotic evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit Points 405 (30d12
                                                
                                            
                                                
                                                     Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities charmed, exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     everlasting existence of undeath.” 81–00 “I am awash in the awareness of life’s futility.”    Orcus
 Huge fiend (demon), chaotic evil
 Armor Class 17 (natural armor), 20 with the Wand of Orcus
 Hit
                                                
                                            
                                                
                                                     +13
 Skills Arcana +12, Perception +12
 Damage Resistances cold, fire, lightning
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
 Condition Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     
   
 Skills Acrobatics +6, Perception +4, Stealth +9
 Gear Daggers (6), Wand
 Senses Passive Perception 14
 Languages Common, Thieves’ Cant
 CR 7 (XP 2,900; PB +3)
 Actions
 Multiattack. The
                                                
                                            
                                                
                                                     Blinded condition until the start of the bandit’s next turn. Success: Half damage only.
 Spellcasting. The bandit casts one of the following spells, using Intelligence as the spellcasting ability (spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
                                                
                                            
                                                
                                                     succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
                                                
                                            
                                                
                                                     target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). Escaping a Grapple. A grappled creature can use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    . They are very still, dust-covered, and apparently dead. Their bodies are covered with dry snakeskin. The female wears a silver bracelet and holds what looks to be an ivory wand. The male has an amulet
                                                
                                            
                                                
                                                     way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If magic is used to cure the poisoned condition, the recipient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Item Categories   Category Examples   Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand
                                                
                                            
                                                
                                                     Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                      +0 
      Ability Score Mod Save 
    Int  17  +3  +6 
  Wis  12  +1  +4 
  Cha  11  +0  +0 
   
 Skills Arcana +6, History +6, Perception +4
 Gear Wand
 Senses Passive Perception 14
                                                
                                            
                                                
                                                     Psychic; Charmed (with Mind Blank)
 Gear Wand
 Senses Passive Perception 16
 Languages Common plus five other languages
 CR 12 (XP 8,000; PB +4)
 Traits
 Magic Resistance. The archmage has Advantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    ) arrives with six bugbears and a gazer (see appendix B). If Noska is dead or otherwise indisposed, the beholder replaces him with Nar’l Xibrindas (see appendix B) and his grell bodyguard. If the
                                                
                                            
                                                
                                                     other hand, congratulates characters for unlocking the Vault of Dragons and allows them to leave on the condition that they go empty-handed. He intends to see the gold safely returned to the city of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that aren’t free for the taking, kobolds try to remain undetected and don’t
                                                
                                            
                                                
                                                     imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more magical power than a potion, but they all believe that the tribal sorcerer can figure out how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of “sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can
                                                
                                            
                                                
                                                    )
Skills Perception +5, Stealth +4
 Damage Immunities poison
 Condition Immunities poisoned
 Senses darkvision 60 ft., passive Perception 15
 Languages understands Common but can’t speak
 Challenge 0
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    .
 Clearing the dust from the furniture shows that all the pieces are constructed of heavily lacquered wood. Half are afflicted with dry rot, but the other pieces are in good condition. The side table
                                                
                                            
                                                
                                                     comes from an iron wand embedded in the north wall (see “Fresco” below). Fresco. Characters who examine the fresco that spans the north wall notice the following: The dragon is as big as one would
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     condition. Releasing Enstavva. If the characters end Enstavva’s Petrified condition, she is pensive and Friendly toward anyone who frees her. Enstavva knows Common, Dwarvish, and Giant. She is curious
                                                
                                            
                                                
                                                    : Aerstigga and the Wand. Aerstigga is trying to win Challidax’s favor using gems she’s secretly creating with an erratic magic item called a Wand of Wonder. If the dragon knew Aerstigga possessed such a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Emporium. She warns the characters of one other condition before they decide: they must watch over her grove while she’s gone. If the characters attack or threaten Red Ruth during this negotiation, she
                                                
                                            
                                                
                                                     skeleton wears a witch’s hat (actually a hat of disguise) and clutches a +1 wand of the war mage. Development To honor her end of the deal, Red Ruth reveals that Ralzala must drink the blood of a titan to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Green Circle. The liquor is this cask is not magical, but it is toxic. A creature that drinks any amount of the liquor must succeed on a DC 25 Constitution saving throw or have the poisoned condition
                                                
                                            
                                                
                                                     condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     cumulative. The spell would tell you if you were meant to add together the Temporary Hit Points it provides. If the Heroism spell is cast on a character that already has the Frightened condition, does it
                                                
                                            
                                                
                                                     remove that condition? The Heroism spell suppresses the Frightened condition if it was already on the spell’s target. When the spell ends, the target’s immunity goes away and the Frightened condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    . Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).
 Light Hammer. Melee or Ranged
                                                
                                            
                                                
                                                     
   
 Skills Arcana +6, History +6, Perception +4
 Gear Wand
 Senses Passive Perception 14
 Languages Common plus three other languages
 CR 6 (XP 2,300; PB +3)
 Actions
 Multiattack. The mage makes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     throws to avoid or end the Poisoned condition for 1 hour. Arcane Focus (Varies) An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A
                                                
                                            
                                                
                                                     Wand 1 lb. 10 GP  Backpack (2 GP) A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag. Ball Bearings (1 GP) As a Utilize action, you can spill Ball Bearings from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     cold, necrotic, poison
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
 Senses darkvision 60 ft., passive Perception 11
 Languages
                                                
                                            
                                                
                                                     frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour. Arcane Focus (Varies) An Arcane Focus takes one of the forms in the Arcane Focuses
                                                
                                            
                                                
                                                     lb. 20 GP Rod 2 lb. 10 GP Staff (also a Quarterstaff) 4 lb. 5 GP Wand 1 lb. 10 GP  Backpack (2 GP) A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag. Ball Bearings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are
                                                
                                            
                                                
                                                    . Path. Your walking speed increases by 10 feet. Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition. Plant. You gain the ability to cast Speak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     creature that ends its turn in the room takes 1 poison damage. Creatures reduced to 0 hit points by the gas have the unconscious condition but are stable rather than dying. If all characters succumb
                                                
                                            
                                                
                                                     operate the shifting wall in area B21. Additionally, if at least one character joins the faction, Auriga gifts the party a Wand of Secrets from a hidden niche in the altar. The Mages of Usamigaras and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the Story Tracker indicates that the unicorn horn is here, it replaces the wooden horn on the kids’ unicorn costume. The children don’t know that the horn is from a real unicorn. Squirt the Oilcan
                                                
                                            
                                                
                                                    )
 
  WIS
  8 (–1)
 
  CHA
  15 (+2)
Damage Immunities poison
 Condition Immunities exhaustion, paralyzed, poisoned, unconscious
 Senses passive Perception 9
 Languages Common, Dwarvish
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     philosophy, manipulating physical dimensions and properties of growth. Their magic alters and replaces the equations that describe the natural world, including creatures, space, and substance. Through these
                                                
                                            
                                                
                                                     Resistances psychic
 Condition Immunities charmed, frightened
 Senses passive Perception 15
 Languages Common plus any four languages
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Actions
                                                
                                            
                                        






