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Returning 35 results for 'cursed wall reappears'.
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curse wall reappears
Magic Items
Dungeon Master’s Guide
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Monsters
Dragonlance: Shadow of the Dragon Queen
","rollDamageType":"necrotic"} necrotic damage. If the target is a Humanoid, it must succeed on a DC 16 Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic
. Black, thorny rose stems sprout from the creature’s body while it is cursed, imposing disadvantage on the creature’s ability checks and attack rolls and halving its speed. A creature that
Monsters
Dragonlance: Shadow of the Dragon Queen
. When the possession ends, Leedara reappears in an unoccupied space within 5 feet of the body. The target is immune to Leedara’s Possession for 24 hours after succeeding on the saving throw or
fellow priest, Isolde, drawn into the grim fate of the wicked Knight of Solamnia, Lord Soth;Lord Loren Soth. When Soth failed his gods-given quest to prevent the Cataclysm, he became cursed to exist
Monsters
Tyranny of Dragons
magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stoneMultiattack. Diderius can use his Dreadful Glare and makes one attack with his rotting fist
"} necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
Backgrounds
Curse of Strahd: Character Options
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
cold, dark night, and you were unable to stop it.
6
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7
A hag kidnapped and raised you
Monsters
Dragonlance: Shadow of the Dragon Queen
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
Knight of Solamnia, Caradoc burned when Dargaard Keep was consumed in the fires of the Cataclysm. As with many of Soth’s retainers, Caradoc was cursed with undeath. Being duplicitous and cowardly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, fly, hold person, suggestion, wall of fire
1/day each: dominate person, etherealness, feeblemindLong ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have
Monsters
The Wild Beyond the Witchlight
wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their
Monsters
Tomb of Annihilation
, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and
Magic Items
Mythic Odysseys of Theros
—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver at the next dusk. The save DC against spells cast with
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Magic Items
The Book of Many Things
reappears in the deck, making it possible to draw the same card multiple times.
You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.
Deck of Wonder
draws.
Monster. This card’s monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts
Antimagic Field
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical
sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Arch Gate to Level 6 A three-forked passageway rises out of the swamp. The center passage has an arch embedded in its back wall. This arch is one of Halaster’s magic gates (see “Gates”). The space
the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Arch Gate to Level 6 A three-forked passageway rises out of the swamp. The center passage has an arch embedded in its back wall. This arch is one of Halaster’s magic gates (see “Gates”). The space
the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this cavern, but the Stonecloaks destroyed them.)
Arch. A ramp hugs the south wall and climbs to a 20-foot-high ledge. A stone arch is embedded in the wall at the west end of the ledge.
The arch
the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece becomes magical and must be removed to reopen the gate. If a wrong piece is removed from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this cavern, but the Stonecloaks destroyed them.)
Arch. A ramp hugs the south wall and climbs to a 20-foot-high ledge. A stone arch is embedded in the wall at the west end of the ledge.
The arch
the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece becomes magical and must be removed to reopen the gate. If a wrong piece is removed from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
southwest walls. The books are organized by topic.
Pneumatic Tubes. A row of ten pneumatic tubes is fastened to the back wall. Beneath the tubes is a shelf of empty copper canisters.
Spite is holding a
, and essays written by previous students on a wide range of arcane topics. Any book in this collection that is removed from Dweomercore magically disappears and reappears back on its proper shelf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
southwest walls. The books are organized by topic.
Pneumatic Tubes. A row of ten pneumatic tubes is fastened to the back wall. Beneath the tubes is a shelf of empty copper canisters.
Spite is holding a
, and essays written by previous students on a wide range of arcane topics. Any book in this collection that is removed from Dweomercore magically disappears and reappears back on its proper shelf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
darkness ends it, though the darkness reappears after 1 hour. Other than the darkness, the pit contains nothing. 12d. Pit of Bones A 20-foot-deep pit spans the corridor in this location. The bottom of the pit is filled with the bones of rats that fell in and fed on each other until they all died.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
inscrutable runes carved onto a cursed bow might hold the key to undoing the weapon’s evil magic. Locations. Mystical grottoes, forgotten temples, and secret hideouts might all be locked behind befuddling
fortune. A series of frost giant runes etched onto a stone wall could, when decoded, activate a magical doorway to a long-lost city.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, which any character can ascertain after studying the books for 1 hour and succeeding on a DC 12 Intelligence (Arcana) check. A heavy wooden chest with clawed iron feet stands against the south wall, its
brought me to this beautiful land. You are but worms writhing in my earth.
You say that you are cursed, your fortunes spent. You abandoned love for madness, took solace in the bosom of another woman
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
inscrutable runes carved onto a cursed bow might hold the key to undoing the weapon’s evil magic. Locations. Mystical grottoes, forgotten temples, and secret hideouts might all be locked behind befuddling
fortune. A series of frost giant runes etched onto a stone wall could, when decoded, activate a magical doorway to a long-lost city.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
a suitable light source will be able to observe part of the dais on the south wall and the door at area 27. Northwest Devil Face. About 24 feet above the floor in the northwest corner, on the north
wall, is a mosaic relief sculpture of a green devil’s face which appears to be exactly the same as that first encountered in the entrance hall to the tomb (area 3). Any creature that comes within 3 feet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, which any character can ascertain after studying the books for 1 hour and succeeding on a DC 12 Intelligence (Arcana) check. A heavy wooden chest with clawed iron feet stands against the south wall, its
brought me to this beautiful land. You are but worms writhing in my earth.
You say that you are cursed, your fortunes spent. You abandoned love for madness, took solace in the bosom of another woman
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
a suitable light source will be able to observe part of the dais on the south wall and the door at area 27. Northwest Devil Face. About 24 feet above the floor in the northwest corner, on the north
wall, is a mosaic relief sculpture of a green devil’s face which appears to be exactly the same as that first encountered in the entrance hall to the tomb (area 3). Any creature that comes within 3 feet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
weapon is missing. On the far side of the chamber, a stone pedestal stands conspicuously bare. A relief on the wall behind it shows a monstrous jaguar with six snakes protruding from its shoulders
to damage and spells. The tunnel in the north wall slopes down to the bottom of the gladiatorial pit (area 4D) and leads to a cellblock beyond (area 4C). The wall relief depicts Shagambi (a kamadan
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Caradoc Seneschal of Lord Soth and a former Knight of Solamnia, Caradoc burned when Dargaard Keep was consumed in the fires of the Cataclysm. As with many of Soth’s retainers, Caradoc was cursed with
reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Bonus Actions
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Caradoc Seneschal of Lord Soth and a former Knight of Solamnia, Caradoc burned when Dargaard Keep was consumed in the fires of the Cataclysm. As with many of Soth’s retainers, Caradoc was cursed with
reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Bonus Actions






