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                        Returning 35 results for 'contact causes'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     creep over them, but it passes quickly.
Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker
                                                
                                            
                                                
                                                     the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker’s madness to return, however.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     damage instead of bludgeoning damage.Multiattack. Shemeshka uses Arcane Flux or Spellcasting. She then makes one Claw attack or one attack with her Razorvine Tiara.
Arcane Flux. Shemeshka causes a surge
                                                
                                            
                                                
                                                    ):
At will: alter self, darkness, invisibility (self only), mage hand, prestidigitation
2/day each: detect thoughts, dimension door, suggestion
1/day each: banishment, contact other plane (as an
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     target. Metal objects in that area glow red-hot until the start of the giant’s next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 19 Constitution
                                                
                                            
                                                
                                                     their legs and body.FireFurnace Armor (Requires Fire Rune). The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"fire"} fire damage. Each creature
                                                
                                            
                                                
                                                     to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn’t teleported with him.
Combustion (Costs 3 Actions). Imix causes one creature he can see within 30 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
                                                
                                            
                                                
                                                     damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     time-freezing effect on all creatures. The effect also ends on any creature that comes into contact with an antimagic field or is touched by a unicorn’s horn.
Destroying the Cauldron. The
                                                
                                            
                                                
                                                     shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.
The destruction of Iggwilv’s Cauldron causes all hags
                                                
                                            
                                        
                                                    Cube of Force
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
                                                
                                            
                                                
                                                     or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
 
                                                
                                            
                                        
                                                    Earthquake
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a
                                                
                                            
                                                
                                                     that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning
                                                
                                            
                                        
                                                    Elf
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is
                                                
                                            
                                                
                                                     might join with rebels fighting against oppression, and others might become champions of moral causes.
HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                                
                                                     abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
                                                
                                            
                                                
                                                     spells or comes into contact with certain spell or magic item effects, as shown in the table below.  Spell or Item Charges Lost   Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
                                                
                                            
                                                
                                                     certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.  Spell or Item Charges Lost   Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     must remain in contact with the ground at all times. If it becomes separated from the creature to which it has attached itself, the storm moves off in a random direction and ceases to endanger the
                                                
                                            
                                                
                                                     as much damage on a successful one. The fire storm ignites flammable objects that aren’t being worn or held. A successful dispel magic (DC 18) cast on the storm causes it to flame out and disappear.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     to Oztocan with the shard, descend into Xeluan’s tomb, and return the shard to its rightful place. Once you reach Oztocan, contact a playwright named Leandro Sedhar. He knows vital information about
                                                
                                            
                                                
                                                     Oztocan’s history and can help you reach the tomb. Good luck, operatives.”
 Closing the music box causes the golden key to vanish. The shard of Xeluan and the lead tube remain.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     detect magic spell or similar effect. Creatures that come into contact with the ooze are unharmed. Any object that isn’t being worn or carried by a creature disappears if submerged in the black ooze
                                                
                                            
                                                
                                                     not subject to the magical wards that prevent teleportation spells from functioning within the tomb. The ooze obelisk sinks back into the pool and disappears after 1 minute. Tossing another black marble into the pool causes the obelisk to reform.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw
                                                
                                            
                                                
                                                     moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw
                                                
                                            
                                                
                                                     moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Dark Bargains Characters who don’t have a Dark Gift might gain one in the course of their adventures. At the DM’s discretion, sinister forces might contact a character and offer them a Dark Gift in
                                                
                                            
                                                
                                                     return for some service or future favor. If a character already has a Dark Gift, accepting such a bargain causes them to lose their current Dark Gift and gain a new one. A Dark Gift gained as a result
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    . Revealing a safe house, whether purposefully or by accident, causes you to lose favor with the syndicate and may see you banned from using them. Syndicate-Owned Businesses. The syndicate owns several
                                                
                                            
                                                
                                                     businesses, primarily as fronts for laundering money. When you buy from one of these businesses, you get a 5 percent discount. The DM decides what goods and services are available. Criminal Syndicate Contact
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     creeps through the jungles of Chult. Contact with this thin, blue, odorless mist can infect giants and humanoids with blue mist fever. A dispel magic spell destroys the mist in a 20-foot square
                                                
                                            
                                                
                                                     starting at a point chosen by the caster within the spell’s range. An encounter with this mist typically covers 1d6 such areas (400–2,400 square feet). A giant or humanoid that comes into contact with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     identities. A particular persona is a job and different changelings may take it on from day to day. So if you have a contact in the Tyrants, the contact you meet seems consistent, but you may actually be
                                                
                                            
                                                
                                                     opiate. First imported to manage pain during the Last War, it’s now the most commonly abused illegal substance in Sharn. Dreamlily dens can be found across the lower wards.
 Dreamlily causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     hit points by this damage turns to a pile of dust, leaving behind whatever gear it was holding or wearing. Pushing the rusty iron button causes any nonmagical metal objects inside the rusty iron chest
                                                
                                            
                                                
                                                     button causes any creature inside the silver chest to make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Once all three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations
                                                
                                            
                                                
                                                    , they are oblivious to the harm their native element causes creatures of the Material Plane. If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    . Shemeshka uses Arcane Flux or Spellcasting. She then makes one Claw attack or one attack with her Razorvine Tiara.
 Arcane Flux. Shemeshka causes a surge of arcane energy to burst around one creature
                                                
                                            
                                                
                                                    
 2/day each: detect thoughts, dimension door, suggestion
 1/day each: banishment, contact other plane (as an action), mind blank
 Bonus Actions
 Teleport. Shemeshka teleports, along with any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     no exception. Anyone who visits the Styes is exposed to a disease known as redface. This affliction causes itching and painful inflammation all over the face, and especially around the eyes. The
                                                
                                            
                                                
                                                     it difficult to avoid. Sewer plague (also described in the Dungeon Master’s Guide) is common in the Styes as well, but avoiding contact with the district’s ubiquitous rodents and vermin is usually sufficient protection against it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the negotiation, the dragon turtle slowly circles the ship. At first, characters must continually circle the deck of the ship to maintain face-to-face contact with the creature, but eventually it
                                                
                                            
                                                
                                                     creates an eddy that causes the sloop to revolve at a rate matching Aremag’s motion. It should be obvious to everyone that the dragon turtle could easily sink the vessel. Aremag demands tribute for safe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     room. Acererak cast a wish spell to render Belchorzh invisible. A successful dispel magic (DC 19) cast on the beholder or contact with an antimagic field ends its invisibility. Belchorzh reacts to
                                                
                                            
                                                
                                                    . When an untethered creature is shoved or otherwise moved across the floor, it travels in one direction and does not stop until it comes into contact with a wall or other barrier. The alcoves contain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the characters find the Sword of Zariel, but it knows where Bel’s nine adamantine rods are located. The sibriex uses its telepathy to contact the first party member who comes within 120 feet of it
                                                
                                            
                                                
                                                     immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     exhaustion that can't be removed until the disease is cured. Any event that causes the infected creature great stress--including entering combat, taking damage, experiencing fear, or having a
                                                
                                            
                                                
                                                    , or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for sewer plague's
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     powerless until the lightning rod assembly is rebuilt. Contact with an antimagic field shuts down the contraption for the field’s duration. A successful dispel magic spell (DC 19) causes the contraption
                                                
                                            
                                                
                                                     pounds and has AC 17, 25 hit points, and immunity to lightning, poison, and psychic damage. Reducing one of these rods to 0 hit points destroys it and causes the rods above it to fall, making the lowest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     sudden sickness creep over them, but it passes quickly. Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness
                                                
                                            
                                                
                                                     that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly
                                                
                                            
                                                
                                                     instantly destroyed. Green Slime This acidic slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. A patch of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that
                                                
                                            
                                                
                                                     through at your discretion. 0 The barrier deactivates.  The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     removed until the disease is cured. Any event that causes the infected creature great stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature
                                                
                                            
                                                
                                                     which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     itself. The skull now has the power to enlarge the gelatinous cube, and the skull’s glassy coating protects it from the cube’s digestive acid. Removing the skull from the gelatinous cube causes the cube
                                                
                                            
                                                
                                                     created by a spell gone awry. Opening the door causes the water to empty into area 10a. Creatures within 20 feet of the opened door are caught in the deluge and must make a DC 12 Strength saving throw
                                                
                                            
                                        





