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Returning 35 results for 'curses of space'.
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Spells
Player’s Handbook
, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is
restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Monsters
The Book of Many Things
spent legendary actions at the start of its turn.
Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of
is reduced to 0 until the end of its next turn.
Destiny Curse (Costs 2 Actions). The hag magically curses a creature it can see within 60 feet of itself. The creature must make a DC 14 Wisdom saving
Monsters
Bigby Presents: Glory of the Giants
. The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or have the incapacitated condition until the end of its next turn
.
Teleport. The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself.
Magic Items
The Book of Many Things
trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11
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
True Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and
limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
monsters
", "rollAction":"Hex Grasp", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed until the start of the sinner’s next turn, or until the sinner curses it in this way
sinner unleashes one of the following curses from his blunderbuss:
Jack’s Anguish. A magenta wave fires out with a deep, wailing moan. Wisdom Saving Throw: DC 17, each creature in a 30-foot Cone
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
-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
monsters
leviathan curses a creature holding an idol of Snake Eye Jack blessed by one of his devoted followers, the creature is unaffected by the curse. The leviathan then takes 20 Radiant damage and has
succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the leviathan and has the Prone condition. If
Magic Items
Lost Laboratory of Kwalish
space you occupied when you disappeared. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the
possess for the duration of this adventure.
Knight. You gain the service of any of the NPCs in the “Hirelings” section not currently with the party, who appears in a space you choose
magic-items
D&D Free Rules (2024)
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
its non-Undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. These shears are frightful weapons, severing a foe’s destiny as well as its flesh. Fate hags often glimpse others’ destinies when truths are revealed to them, when they lay curses, and when they offer
of its turn.
Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.
Tangle Threads. The hag
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. These shears are frightful weapons, severing a foe’s destiny as well as its flesh. Fate hags often glimpse others’ destinies when truths are revealed to them, when they lay curses, and when they offer
of its turn.
Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.
Tangle Threads. The hag
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
’ empty eye sockets as though they were hag eyes (detailed in the Monster Manual). Additionally, she can teleport at will from the Gurgyl to an unoccupied space adjacent to any Mother’s Minder. On the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a
: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
’ empty eye sockets as though they were hag eyes (detailed in the Monster Manual). Additionally, she can teleport at will from the Gurgyl to an unoccupied space adjacent to any Mother’s Minder. On the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a
: The target is pulled into the shambling mound’s space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
into an unoccupied space within 30 feet of the character. 13 An explosion rocks the ship. Each creature on the deck must succeed on a DC 10 Dexterity saving throw or fall prone. 14 A second
on a DC 10 Dexterity (Acrobatics) check to grab the rigging and be safely flung to an unoccupied space within 40 feet of their current position. On a failure, they stay where they are and fall prone
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
into an unoccupied space within 30 feet of the character. 13 An explosion rocks the ship. Each creature on the deck must succeed on a DC 10 Dexterity saving throw or fall prone. 14 A second
on a DC 10 Dexterity (Acrobatics) check to grab the rigging and be safely flung to an unoccupied space within 40 feet of their current position. On a failure, they stay where they are and fall prone
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the end of your next turn. Maddening Hex Prerequisite: 5th level, hex spell or a warlock feature that curses As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell
Hex Prerequisite: 7th level, hex spell or a warlock feature that curses Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the end of your next turn. Maddening Hex Prerequisite: 5th level, hex spell or a warlock feature that curses As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell
Hex Prerequisite: 7th level, hex spell or a warlock feature that curses Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) bludgeoning damage.
Bonus Actions
Baleful Hex. The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or have the incapacitated
condition until the end of its next turn.
Teleport. The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast desert. Tens of thousands of years have passed, yet no civilization has risen to the heights of the fallen giants; some believe that Aureon’s and Boldrei’s curses ensure that any city that grows too
large collapses into madness. The Traveler’s Curse twists space, and explorers might follow the same path twice only to end up in entirely different locations. Xen’drik is a continent that defies
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) bludgeoning damage.
Bonus Actions
Baleful Hex. The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or have the incapacitated
condition until the end of its next turn.
Teleport. The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast desert. Tens of thousands of years have passed, yet no civilization has risen to the heights of the fallen giants; some believe that Aureon’s and Boldrei’s curses ensure that any city that grows too
large collapses into madness. The Traveler’s Curse twists space, and explorers might follow the same path twice only to end up in entirely different locations. Xen’drik is a continent that defies
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
and weird glyphs. The floor of the tunnel is slick with a molten, glassy glaze.
These nonmagical glyphs are of two types. Some are Olman curses cautioning and cursing trespassers; others are arcane
into a narrow space ahead. Any creature that enters this space is teleported to the west end of area 15, just outside the painted mural on the wall. Double Doors. The message on the seal, written in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
shifts them when students approach, creating space to stand single-file between them. These books are mostly introductory texts, and first-year students are often directed here by their instructors. In
are art pieces representative of various media. Students from Prismari College typically tend this space, and three Prismari pledgemages (see chapter 7) can be found here most days, either cleaning
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
and weird glyphs. The floor of the tunnel is slick with a molten, glassy glaze.
These nonmagical glyphs are of two types. Some are Olman curses cautioning and cursing trespassers; others are arcane
into a narrow space ahead. Any creature that enters this space is teleported to the west end of area 15, just outside the painted mural on the wall. Double Doors. The message on the seal, written in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
shifts them when students approach, creating space to stand single-file between them. These books are mostly introductory texts, and first-year students are often directed here by their instructors. In
are art pieces representative of various media. Students from Prismari College typically tend this space, and three Prismari pledgemages (see chapter 7) can be found here most days, either cleaning