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                        Returning 35 results for 'condition wasted release'.
                    
                
                        
                            
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                                        condition water release
                                    
                                
                                    
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                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                    This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
                                                
                                            
                                                
                                                     creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns
                                                
                                            
                                        
                                                     Spells
                                                    Playerās Handbook
                                                    
                                                
                                            
                                                     the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell
                                                
                                            
                                                
                                                     save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterās Guide
                                                    
                                                
                                            
                                                    . The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Spellcasting. The
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerƻn
                                                    
                                                
                                            
                                                    : Acid, Cold, Fire, Lightning, or Thunder. You have Resistance to the chosen damage type.
Elemental Pulse. When you cast this spell and at the start of each of your subsequent turns, you release a burst
                                                
                                            
                                                
                                                    , Lightning, or Thunder damage (your choice) and has the Prone condition. On a successful save, a creature takes half as much damage only.
Flight. You gain a Fly Speed of 30 feet and can hover
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
                                                
                                            
                                                
                                                     (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Shadow Web", "rollDamageType":"necrotic"} necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , it has the grappled condition (escape DC 20), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move
                                                
                                            
                                                
                                                     save, the creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Slime Wave", "rollDamageType":"acid"} acid damage and has the poisoned condition for 1 minute. On a
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this
                                                
                                            
                                                
                                                     has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Dimensionally Bound. Nafas canāt leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
                                                
                                            
                                                
                                                    . On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Create Vortex", "rollDamageType":"force"} force damage and has the restrained condition. On a
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
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        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
                                                
                                            
                                                
                                                     the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.To escape, the target must use an action to make a Strength
                                                
                                            
                                                
                                                     (Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Bewildering Bolt", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of its next
                                                
                                            
                                                
                                                     damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesnāt act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
                                                
                                            
                                                
                                                     Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
                                                
                                            
                                                
                                                     Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger. To escape, the target must use an action to make a Strength (Athletics
                                                
                                            
                                                
                                                    ) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     failed save, the creature has the Stunned condition until the end of its next turn.
14-17
You gain a +2 bonus to Armor Class;AC for 1 minute, potentially turning the triggering spell into a miss
                                                
                                            
                                                
                                                     flame, takes 1d4 Fire damage, and is burning.
20
The triggering 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 isnāt expended.
                                                
                                            
                                        
                                                    Prismatic Wall
                                                    
    
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        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
                                                
                                            
                                                
                                                    . If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerās Handbook
                                                    
                                                
                                            
                                                     Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grappleās range. In addition, the grappler can release the target at any time (no action required).
                                                
                                            
                                                
                                                     grapple is initiated, it follows these rules. See also āUnarmed Strikeā and āGrappled.ā Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grappleās range. In addition, the grappler can release the target at any time (no action required).
                                                
                                            
                                                
                                                     grapple is initiated, it follows these rules. See also āUnarmed Strikeā and āGrappled.ā Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide (2014)
                                                    
                                                
                                            
                                                     another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
                                                
                                            
                                                
                                                     attempt to do so is wasted. Warded Walls. Magic that would alter the pyramidās stoneāsuch as the Stone Shape or Passwall spellsāhas no effect on the pyramid.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerās Handbook
                                                    
                                                
                                            
                                                     Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one
                                                
                                            
                                                
                                                     creature at a time, and you can cause the vine to release a Grappled creature (no action required). As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While
                                                
                                            
                                        
                                                     Weapon Property
                                                    
                                                    
                                                
                                            
                                                     throw (DC 10 plus your Proficiency Bonus) or have the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the
                                                
                                            
                                                
                                                     target must use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     restores Hit Points or removes a condition other than Invisible, the caster must succeed on a DC 10 Charisma saving throw, or the spell fails and is wasted. Winds of Pandemonium The winds of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteās Planar Parade
                                                    
                                                
                                            
                                                    : Persistent Anguish. Within 10 miles of a baernalothās lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     from a space in that area. Any attempt to do so is wasted. Disciple of the Nine Hells. When the creature dies, its body disgorges a Hostile Imp in the same space. Disintegration. When the creature dies
                                                
                                            
                                                
                                                     the same space. Fey Ancestry. The creature has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic canāt put it to sleep. Forbiddance. The creature canāt enter 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
                                                
                                            
                                                
                                                     leave Candlekeep with it, on the condition that the book is returned to them once the djinni is freed. (The Avowed are in no rush to get the book back.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    
 
  CHA
 0
Damage Immunities fire, poison, psychic
 Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
 Crushing Wheels. The Scavenger
                                                
                                            
                                                
                                                     make the claw release whatever itās holding.
 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
                                                
                                            
                                        






