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Returning 35 results for 'cursed wall removing'.
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curse wall removing
Monsters
Monster Manual
is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over
ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Injecting Claw", "rollDamageType":"Piercing"} Piercing damage. If the target is a Humanoid not cursed by a slaad, it
Magic Items
Dungeon Master’s Guide
; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).
While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly.
Curse. This armor is cursed
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell
or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Magic Items
Van Richten’s Guide to Ravenloft
until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
Upon donning or
removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
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
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
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
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
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
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield of Missile Attraction Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to
it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shield of Missile Attraction Armor (Shield), Rare (Requires Attunement) While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons. Curse. This Shield is cursed
. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).
Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shield of Missile Attraction Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to
it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).
Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).
Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).
Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
makes three Injecting Claw attacks.
Injecting Claw. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
approach from that direction. This wall of force is weaker than most, and can be brought down by disintegrate, dispel magic, or passwall. The sphinx will let the characters pass (by removing the wall of
2. Riddling Guardian A rather mangy, bedraggled gynosphinx squats in the space where the three corridors converge. A wall of force along the south side separates the gynosphinx from those who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
approach from that direction. This wall of force is weaker than most, and can be brought down by disintegrate, dispel magic, or passwall. The sphinx will let the characters pass (by removing the wall of
2. Riddling Guardian A rather mangy, bedraggled gynosphinx squats in the space where the three corridors converge. A wall of force along the south side separates the gynosphinx from those who
Compendium
- Sources->Dungeons & Dragons->Monster Manual
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
makes three Injecting Claw attacks.
Injecting Claw. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in the middle row. Removing that painting from the wall triggers an elder rune hidden behind it (see “Elder Runes”). Determine the rune with a random draw from the Elder Runes Deck (see appendix B).
10. Where’s Halaster? This room is empty except for an enormous red velvet curtain that covers the northwest wall. A pull-rope on one side of the curtain allows it to be drawn back. Hanging on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in the middle row. Removing that painting from the wall triggers an elder rune hidden behind it (see “Elder Runes”). Determine the rune with a random draw from the Elder Runes Deck (see appendix B).
10. Where’s Halaster? This room is empty except for an enormous red velvet curtain that covers the northwest wall. A pull-rope on one side of the curtain allows it to be drawn back. Hanging on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall.
After Strahd was transformed into a vampire, several of the castle guards retreated to this room, but Strahd caught them and slaughtered them in a brutal show of violence. Removing one of the
jut from the walls as if driven into them by some tremendous force. Two doors stand opposite one another in the center of the north wall and the south wall. A dark archway leads out through the east
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall.
After Strahd was transformed into a vampire, several of the castle guards retreated to this room, but Strahd caught them and slaughtered them in a brutal show of violence. Removing one of the
jut from the walls as if driven into them by some tremendous force. Two doors stand opposite one another in the center of the north wall and the south wall. A dark archway leads out through the east
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north wall and succeeds on a DC 15 Intelligence (Investigation) check discovers that one of the spider carvings on that wall can be detached. The carving is 6 feet off the floor, weighs 10 pounds, and
acts as a plug sealing a stone tube. Removing the plug causes 250 pp to cascade out of the tube onto the floor.