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Returning 35 results for 'could reverse ground to have return'.
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Monsters
Monster Manual
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Magic Items
Dungeon Master’s Guide
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
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
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Magic Items
Tales from the Yawning Portal
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.
make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
Monsters
Phandelver and Below: The Shattered Obelisk
physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.
Psionic Goblins
The
other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic goblins
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
hands before ripping out its throat with his teeth.Yeenoghu’s Lair
Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground
same effect two rounds in a row.
Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in
Monsters
Journeys through the Radiant Citadel
. The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes difficult terrain until initiative count
, the flora and fauna return to normal levels, and its river dries out over the course of 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Regional Effect Fade Days"} days. All other effects
Monsters
Bigby Presents: Glory of the Giants
often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
Monsters
Fizban's Treasury of Dragons
creature can be as large as an island— and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might
insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech&rdquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
Monsters
Fizban's Treasury of Dragons
dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on
visitors the vastness of my domain, so they appreciate how insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think
Monsters
Quests from the Infinite Staircase
takes its turn immediately after Zargon’s. Only a Wish spell can reverse this transformation and restore the creature to life.Zargon can take up to three reactions per round but only one per turn
lower affecting the targets end.
Sucking Slime. Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in
Monsters
Bigby Presents: Glory of the Giants
caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
Monsters
Fizban's Treasury of Dragons
indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating
notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech” and try to converse with them by humming
Staff of the Python
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own
initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the
Equipment
-shaped stones always reach skyward, while remaining anchored to the ground on a tapered point. Even if these stones are tipped over, they return to their “reaching” position. Howlers covet
Magic Circle
Legacy
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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
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
.
Horrid Garden. Horrid vines, slick acidic dew and covering in flesh, gnawing mouths erupt from the ground in a 120-foot Emanation originating from Shub-Niggurath. The effect of this trait depends on
Spells
Lost Laboratory of Kwalish
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you
choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uni’s horn to the unicorn to reverse Kelek’s magic.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uni’s horn to the unicorn to reverse Kelek’s magic.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reverse Gravity Level 7 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Reverse Gravity 7th-level transmutation Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tomes held between two golden, upside-down bookends shaped like bulettes bursting out of the ground.
The reverse gravity field can’t be negated, though it is suppressed within an antimagic field
. Halaster’s spellbook contains the following spells: Bigby’s hand, color spray, crown of madness, enlarge/reduce, fabricate, false life, gaseous form, gust of wind, hold monster, ice storm, jump, maze, Otto’s irresistible dance, reverse gravity, sleet storm, and weird.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tomes held between two golden, upside-down bookends shaped like bulettes bursting out of the ground.
The reverse gravity field can’t be negated, though it is suppressed within an antimagic field
. Halaster’s spellbook contains the following spells: Bigby’s hand, color spray, crown of madness, enlarge/reduce, fabricate, false life, gaseous form, gust of wind, hold monster, ice storm, jump, maze, Otto’s irresistible dance, reverse gravity, sleet storm, and weird.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
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
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
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
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those