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Returning 35 results for 'conjure reduce gem to have removed'.
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
Magic Items
Dungeon Master’s Guide
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
Magic Items
Dungeon Master’s Guide
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Monsters
Dragonlance: Shadow of the Dragon Queen
Special Equipment. Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi
is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a gem of seeing.Multiattack. Kansaldi makes two Pike attacks and uses Flame Burst.
Pike. Melee Weapon
Magic Items
Dungeon Master’s Guide
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77
Leaves grow from the creature nearest to the chosen point of origin. Unless they
Monsters
Guildmasters’ Guide to Ravnica
): alter self, darkvision, enlarge/reduce, hold person
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): confusion, conjure minor elementals
Monsters
Fizban's Treasury of Dragons
dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote
Monsters
Guildmasters’ Guide to Ravnica
slots): color spray, expeditious retreat, fog cloud, shield
2nd level (3 slots): enlarge/reduce, gust of wind
3rd level (3 slots): counterspell, fly, slow
4th level (3 slots): control water, ice
storm, polymorph
5th level (2 slots): conjure elemental, creation
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray, teleport
8th level (1 slot): control weather
Magic Items
Quests from the Infinite Staircase
Lenses table. The gem lenses can’t be removed from the lantern.
As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Spells
Xanathar's Guide to Everything
Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no
lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means
Monsters
Vecna: Eve of Ruin
saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Claw. Melee Weapon Attack: +10;{"diceNotation
mind-bending phantoms the deathwolf can conjure.
Deathwolves in Dragonlance
On the world of Krynn, deathwolves are associated with Lunitari, Krynn’s red moon and the god of neutral magic. The
Magic Items
Tomb of Annihilation
Transformation
01–20
The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can&rsquo
;t be restored by magic.
21–35
You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
36–50
You grow smaller as if affected by an
Monsters
Eberron: Rising from the Last War
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
Monsters
Guildmasters’ Guide to Ravnica
(3 slots): blur, enlarge/reduce, flaming sphere, scorching ray
3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow
4th level (3 slots): confusion, dimension door
, fabricate, polymorph, wall of fire
5th level (2 slots): conjure elemental, wall of force
6th level (1 slot): chain lightning, disintegrate, true seeing
7th level (1 slot): project image, reverse
Monsters
Fizban's Treasury of Dragons
makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
spellcasting ability (spell save DC 12):
At will: mage hand (the hand is invisible), minor illusionEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or
or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects
hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent imageEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to
Monsters
Fizban's Treasury of Dragons
haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests visibly in the gem-like
, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way
Monsters
Fizban's Treasury of Dragons
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to
Equipment
reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the
remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
":"damage", "rollAction":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and
Monsters
Icewind Dale: Rime of the Frostmaiden
immediately after Auril in the initiative order and obeys her commands.
Ice Stasis (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Ice Stasis"}. Auril magically creates a gem-sized
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce
Elemental Gem
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type
of gem determines the elemental summoned by the spell.
Gem
Summoned Elemental
Elemental Gem (Blue Sapphire);Blue Sapphire
Air Elemental
Elemental Gem (Yellow Diamond);Yellow
Efreeti
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the following spells, requiring no material components:
At will: detect magic
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility
Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least
Infernal Tack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Mordenkainen’s Tome of Foes
the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare from thin air; one must first be
Mordenkainen's Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges
).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good
Spells
Lost Laboratory of Kwalish
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the