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Returning 35 results for 'conjure reveal glowing to have required'.
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Spells
Player’s Handbook
You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30 feet of
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
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
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Magic Items
Acquisitions Incorporated
chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
Monsters
Acquisitions Incorporated
slots): invisibility, Jim's glowing coin,* scorching ray
3rd level (3 slots): incite greed,* dispel magic, fireball
4th level (3 slots): conjure minor elementals, polymorph
5th level (1 slot): mislead
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Monsters
Candlekeep Mysteries
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Monsters
The Book of Many Things
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.Fraz-Urb’luu’s Lair
Fraz-Urb’luu’s
’t use the same effect two rounds in a row:
Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d8+7", "rollType":"damage", "rollAction":"Necrotic Bolt", "rollDamageType":"necrotic"} necrotic damage.
Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Magic Items
Baldur’s Gate: Descent into Avernus
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.
An elder brain’s ambitions are always
at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes
Monsters
Quests from the Infinite Staircase
palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Backgrounds
Guildmasters’ Guide to Ravnica
;elemental weapon, glyph of warding
4th
conjure minor elementals, divination, Otiluke’s resilient sphere
5th
animate objects, conjure elemental
Your spells
solutions. (Chaotic)
3
Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4
Science. A rigorous application of logical principles and
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids and with psionic energy.
Lair
spells
within range. This corporeal form uses the Sea Serpent stat block. When you cast the spell, choose an abhorrent feature: an Enormous Mouth, Glowing Lantern, or Scaled Wings. The creature resembles a
creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ally. You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Fey 6th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Minor Elementals 4th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that
friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Animals 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in
creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Minor Elementals 4th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon elementals that appear in unoccupied spaces that
friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Fey 6th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Animals 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in
creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Woodland Beings 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (one holly berry per creature summoned) Duration: Concentration, up to 1 hour You summon fey
issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Woodland Beings 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (one holly berry per creature summoned) Duration: Concentration, up to 1 hour You summon fey
issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Fey 6th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Woodland Beings 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (one holly berry per creature summoned) Duration: Concentration, up to 1 hour You summon fey
issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Animals 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in
creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Tower Entrance The double door to the north pushes open to reveal area 19 beyond. Creatures that head north through the doorway get no sense that they’re leaving Halaster’s extradimensional tower
, harmless rat.
When he is not incapacitated, Halaster can touch the statue to teleport himself and anything he is wearing or carrying to a space within 5 feet of the statue in area 28 or the statue in area 33 (no action required).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Tower Entrance The double door to the north pushes open to reveal area 19 beyond. Creatures that head north through the doorway get no sense that they’re leaving Halaster’s extradimensional tower
, harmless rat.
When he is not incapacitated, Halaster can touch the statue to teleport himself and anything he is wearing or carrying to a space within 5 feet of the statue in area 28 or the statue in area 33 (no action required).