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Returning 35 results for 'convinced reverse glowing to have requires'.
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Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Blue Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
4
2d4
3
2d6
2
5d4
1
4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Lodestone Wondrous Item, Very Rare (Requires Attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying
pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Lodestone Wondrous Item, Very Rare (Requires Attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying
pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Becoming a Fey Becoming a Fey requires a direct connection to the Realm of Faerie. Many mortals who become Fey are stolen from the mortal realm as children. These children, known as changelings
Queen. These pathways to transformation are as dangerous as the Realm of Faerie itself, and it requires a quick wit and sharp awareness to get the best of Feykind.
Reversing Fey Traits
The hold of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Hell Hound Cloak Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1
of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. Against the Giants
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Hell Hound Cloak Wondrous item, rare (requires attunement) This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1
of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. Against the Giants
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Topaz Annihilator Weapon (Firearm), Legendary (Requires Attunement) This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Topaz Annihilator Weapon (Firearm), Legendary (Requires Attunement) This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
captured a pentadrone and afterward became convinced the Maze Engine existed in the Underdark. Unfortunately, the modron’s axiomatic mind couldn’t be broken, and it perished rather than reveal anything
characters demonstrate their willingness to challenge the beholder (including by killing Shedrak), surviving slaves can be convinced to aid them with a successful DC 16 Charisma (Persuasion) check. On a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task for which it was summoned.
With a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task for which it was summoned.
With a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unexpected presence in the darkness. The remnants of a rockfall have opened up a small vaulted cavern along the passageway. Apart from the occasional glowing insect scuttling along the walls, the cavern is
when a passing purple worm burst into the tunnel they were traveling through, separating her from the rest of the group. Convinced that her mother and the rest of the Dark Hunters were killed by the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unexpected presence in the darkness. The remnants of a rockfall have opened up a small vaulted cavern along the passageway. Apart from the occasional glowing insect scuttling along the walls, the cavern is
when a passing purple worm burst into the tunnel they were traveling through, separating her from the rest of the group. Convinced that her mother and the rest of the Dark Hunters were killed by the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of nature, and sought instead to use her mind to master the world. The brain of
Baron Rudolph von Aubrecker
constructs a new body Eventually, Dr. Mordenheim became convinced that she could do
. Mordenheim struggled against arrest, smoking chemicals and arcing electricity filled the laboratory. Before she lost consciousness, she saw Elise rise from the table, the Unbreakable Heart glowing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
captured a pentadrone and afterward became convinced the Maze Engine existed in the Underdark. Unfortunately, the modron’s axiomatic mind couldn’t be broken, and it perished rather than reveal anything
characters demonstrate their willingness to challenge the beholder (including by killing Shedrak), surviving slaves can be convinced to aid them with a successful DC 16 Charisma (Persuasion) check. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of nature, and sought instead to use her mind to master the world. The brain of
Baron Rudolph von Aubrecker
constructs a new body Eventually, Dr. Mordenheim became convinced that she could do
. Mordenheim struggled against arrest, smoking chemicals and arcing electricity filled the laboratory. Before she lost consciousness, she saw Elise rise from the table, the Unbreakable Heart glowing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting
either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Alertness Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and
light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.