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Returning 35 results for 'current related given to have reality'.
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Spells
Player’s Handbook
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
Spells
Player’s Handbook
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
Magic Items
Dungeon Master’s Guide
everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.
To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Magic Items
Acquisitions Incorporated
Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stones;sending
mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending
Magic Items
Acquisitions Incorporated
. It also has an inexhaustible supply of brochures related to your franchise’s current branding scheme.
When you meet someone for the first time, their details and a rough sketch are magically
stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
You can also use your
Monsters
Acquisitions Incorporated
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
and purpose in the structures of so-called “reality.” Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford
Magic Items
Storm King's Thunder
creature nearest to you that is related to the blood in the item and that isn’t Undead. You sense the distance and direction of the creature relative to your location. The creature is either the
blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Magic Items
Acquisitions Incorporated
Wisdom (Perception) check and search your cartographer’s map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Monsters
Strixhaven: A Curriculum of Chaos
"}. Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a DC 18 Strength
.
The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself.
Backgrounds
Sword Coast Adventurer's Guide
your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
FEATURE
adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth—perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
Sage
d8
Monsters
Icewind Dale: Rime of the Frostmaiden
own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Monsters
Icewind Dale: Rime of the Frostmaiden
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
Graz'zt
Legacy
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Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
Monsters
Icewind Dale: Rime of the Frostmaiden
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
Backgrounds
Sword Coast Adventurer's Guide
as a clan crafter. (For instance, consider the words “guild” and “clan” to be interchangeable.)
Your bond is almost certainly related to the master or the clan that taught
.
d6
Ideal
1
Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2
Generosity. My talents were given
Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
given to me so that I could use them to benefit the world. (Good)
3
Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4
Greed. I’m only in it for the
Monsters
Quests from the Infinite Staircase
typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
:
Downdraft. Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
Animate Dead
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Spells
Basic Rules (2014)
for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control
Create Undead
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Spells
Basic Rules (2014)
general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24
spells
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the
spells
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control
for 24 hours, after which time it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the
Wish
Legacy
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Spells
Basic Rules (2014)
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to
). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to
Etherealness
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Spells
Basic Rules (2014)
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane