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Returning 35 results for 'container remaining glowing to have required'.
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Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Magic Items
Dungeon Master’s Guide
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying
the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
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
Magic Items
Legendary Magic Items
one or both portals, subject to the same limitation. The surface on which a portal appears must be big enough to accommodate it. Each portal is a two-dimensional, glowing oval ring, and together they
suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t 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
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
Equipment
This small handheld device features a glass pane with a glowing display that responds to your touch.
The controller is powered by an energy cell stored in the device. Placing a full energy cell in
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
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
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Oil of Slipperiness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying
(one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
spells
any.
In addition, you gain thirteen threads. You can spend these threads to gain benefits as described below, with no action required unless stated:
When you cast a spell, you can expend 1 thread
expended threads.
You lose all remaining threads when this spell ends. If you spend all threads granted by the spell, the spell ends.
Using a Higher-Level Spell Slot. You gain an additional two threads per spell slot level above 6.
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
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potion of Gaseous Form Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion’s container seems to hold fog that moves and pours like water.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Gaseous Form Potion, Rare When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion’s container seems to hold fog that moves and pours like water.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment
it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Gaseous Form Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Gaseous Form Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment
it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Oil of Etherealness Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Oil of Etherealness Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the
equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the
equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
, glowing oval ring, and together they create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single
close both portals (ending the effect) or suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. With Sword in Hand Sword Stand. An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains
).
Secret Door. A secret door leading south is obvious from this side (no ability check required). It has two eye-holes bored into it at a height of 5 feet, allowing a creature to peer into area 2a beyond
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next opportunity for advancement.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
the room. You see glowing moonstones, thumb-sized emeralds, shining silvery mithral wands, and strange spheres covered in turquoise and gold, as well as dozens of copper levers and golden spheres
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
the room. You see glowing moonstones, thumb-sized emeralds, shining silvery mithral wands, and strange spheres covered in turquoise and gold, as well as dozens of copper levers and golden spheres
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Race to Destruction After the characters despoil the third shrine in the Temple of Elemental Evil, the remaining cult sends a powerful force with a devastation orb from the Fane of the Eye (see
standing on a hillside above a small town. A circle of shadowy cultists stands nearby, gazing at a glowing orb in the center of the circle. The orb pulses, and you awaken with a start.
The threat to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, Eberron shards are rosy crystals with crimson swirls flowing their depths. Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard
dragonshards have a close affinity to dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
crimson swirls flowing in their depths and are typically refined into a glowing powder. This dragonshard dust can be used to fuel almost any act of magic. When casting a spell, you can use Eberron
dragonshards are used in the crafting of magic items that require dragonmarks for attunement. Larger ones may be required for eldritch machines or the creation of legendary items or artifacts.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Regardless of the type