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Returning 35 results for 'could remove guiding to have result'.
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could remove giving to have result
cold remove giving to have rest
could remove gaining to have result
cold remove guiding to have rest
cold remove gaining to have result
Spells
Player’s Handbook
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
death. Should you issue a suicidal command, the spell ends.
A Remove Curse,Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Monsters
Tomb of Annihilation
","rollAction":"Touch","rollDamageType":"psychic"} psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
Magic Items
The Book of Many Things
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.
Monsters
Spelljammer: Adventures in Space
Deficiency. If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw
":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allip’s choice that the allip can see. Constructs and Undead are immune to this effect.When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often
mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited
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
necromancy are prevalent.
To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic. The result is an Undead abomination that
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
Monsters
Candlekeep Mysteries
, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): divination, dimension door
5th level
lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
Monsters
Candlekeep Mysteries
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The
Backgrounds
Guildmasters’ Guide to Ravnica
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
.
10
I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result.
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
physical form. As he perished, he uttered a curse upon them—that their immortality would fail them when they least expected it and that he himself would become one of the Dark Powers. As a result of
Flumph
Legacy
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Monsters
Monster Manual (2014)
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.Psychic
Geas
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
a result of the wars between the sahuagin and the aquatic elves — or whether it preceded or even began the conflict — none can say.
The sahuagin put the malenti to good use as spies and assassins in
equipment
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Flying Snakes Roll a die. On an even result, the party encounters a single flying snake. On an odd result, the characters encounter 2d6 flying snakes. These snakes attack only when threatened. A
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Characters can sell captured flying snakes to Ifan Talro’a in Port Nyanzaru. He offers 25 gp for each snake, but a character who succeeds on a DC 15 Charisma (Persuasion) check can talk him up to 50 gp.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Flying Snakes Roll a die. On an even result, the party encounters a single flying snake. On an odd result, the characters encounter 2d6 flying snakes. These snakes attack only when threatened. A
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Characters can sell captured flying snakes to Ifan Talro’a in Port Nyanzaru. He offers 25 gp for each snake, but a character who succeeds on a DC 15 Charisma (Persuasion) check can talk him up to 50 gp.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
result indicates that no commoners are present, that means the drivers are either missing or dead, leaving the horse and wagon unattended. If one or more people are present, assume that they are
guiding the wagon toward the nearest settlement. The encounter might be one of the following: Friendly furriers transporting 2d4 bundles of animal pelts worth 50 gp per bundle Friendly peddlers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
result from the Modron Operations table to inspire what effort leads a group of modrons to other realms. Modron Operations 1d8 The Modrons Work To... 1 Create a clockwork outpost to monitor the
a titanic but lost modron device. 6 Remove a forest, mountain, or city before the arrival of a modron procession. 7 Seal off a planar rift or wild magic zone. 8 Wage war with demons, slaadi, or chaotic Fey.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
result from the Modron Operations table to inspire what effort leads a group of modrons to other realms. Modron Operations 1d8 The Modrons Work To... 1 Create a clockwork outpost to monitor the
a titanic but lost modron device. 6 Remove a forest, mountain, or city before the arrival of a modron procession. 7 Seal off a planar rift or wild magic zone. 8 Wage war with demons, slaadi, or chaotic Fey.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you
roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. Tomb of Horrors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell
early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A
Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.