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Returning 35 results for 'dispelled intended are bodies'.
Spells
Player’s Handbook
appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical
script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
their heads, and a faint white aura surrounds their bodies.
For good or ill, most fae can’t resist meddling in the adventures of any knight they meet.
Faeries
The faeries of Eldraine are
the start of its next turn.
The sphere is bright light, sheds dim light for an additional 30 feet, and moves with the faerie. If any of the sphere’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Illusory Script
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical
know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Depths
You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a
dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe
The only way to destroy the axe is to melt it down in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is
be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is
unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is
unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. If the spell is dispelled, the original script and the illusion both disappear. A creature that has Truesight can read the hidden message.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is
be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hallow Level 5 Abjuration (Cleric) Casting Time: 24 hours
Range: Touch
Components: V, S, M (incense worth 1,000+ GP, which the spell consumes)
Duration: Until dispelled
You touch a point and
can’t extinguish the light. Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead. Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hallow Level 5 Abjuration (Cleric) Casting Time: 24 hours
Range: Touch
Components: V, S, M (incense worth 1,000+ GP, which the spell consumes)
Duration: Until dispelled
You touch a point and
can’t extinguish the light. Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead. Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bar worth 100+ GP, all of which the spell consumes)
Duration: Until dispelled
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
bar worth 100+ GP, all of which the spell consumes)
Duration: Until dispelled
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hallow 5th-level evocation Casting Time: 24 hours Range: Touch Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) Duration: Until dispelled You touch a
the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest. Dead bodies interred in the area can’t be turned into undead
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hallow 5th-level evocation Casting Time: 24 hours Range: Touch Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) Duration: Until dispelled You touch a
the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest. Dead bodies interred in the area can’t be turned into undead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Psychic Wind A psychic wind isn’t a physical wind like that found on the Material Plane, but a storm of thought that batters travelers’ minds rather than their bodies. A psychic wind is made up of
travel time 9–12 Blown off course; add 3d10 hours to travel time 13–16 Lost; at the end of the travel time, characters arrive at a location other than the intended destination 17–20 Sent through color
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
perhaps I shall simply say, “You ooze, you lose.”
-Fizban
Magic-minded artisans have long incorporated parts of dragons’ bodies into magic items, crafting dragon hide into armor and forging weapons
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed. Curse. The axe bears a curse that
magical in nature (and therefore can’t be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. Destroying the Axe. The only way to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
shells. Ultimately, he seems most concerned with whether a mortal has prepared for death, keeping payment ready out of respect and as a personal memento mori. Those whose bodies are burned, buried, or
otherwise disposed of along with valuables deliberately intended for the River Guide discover that they can make use of such items when trading for Athreos’s services. Spirits that reach the shores
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
comes into view—often millions of miles away—along with colorful gas clouds, planets, moons, and other cosmic bodies. A Wildspace system teems with space-dwelling life-forms, including spores
bodies. The storm is made of lost memories, forgotten ideas, and subconscious fears that went astray in the Astral Plane and conglomerated into this powerful force. A psychic wind is first sensed as a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fades once the creatures move elsewhere. The shrieks are annoying but harmless. The obelisks are not magical, and their effect can’t be dispelled. 12B. Test of Friendship A ten-foot-tall stone statue
. Once the su-monsters appear, taking the puzzle cube doesn’t trigger the masks’ curses. The summoned su-monsters are real, and their bodies don’t disappear when they die. Masks. Characters who
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
faint white aura surrounds their bodies. Faerie Pathlighter Medium Fey, Typically Chaotic Good
Armor Class 12
Hit Points 38 (7d8 + 7)
Speed 30 ft., fly 30 ft. (hover)
STR
10 (+0)
DEX
14
created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Faerie Pest Tarry not in Tuinvale,
Ignore the flowers’ heady scents.
Take no thing, stay to the trail
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
empty space. Warforged pilgrims use the mill to plan expeditions. Ossuary. Bodies of deceased warforged line this cleared-out basement. Each body is carefully secured to the wall in a dignified pose
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
your AC is normally 16 and you have Half Cover, your AC is 18, and Barkskin’s effect isn’t relevant. Is the Chill Touch spell intended as a way of foiling Regeneration? Chill Touch does, indeed, stop
whether a spell’s effects can be dispelled or suspended, you need to answer one question: is the spell’s duration instantaneous? If the answer is yes, there is nothing to dispel or suspend. Here’s why: the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
currently quartered in area 60). The sledgehammer is one of the construction workers’ tools. 5. Unfinished Barracks This unfinished area seems intended for use as a barracks. Many lidless coffers are
dwarf and the human were part of Elmo’s adventuring party; their bodies have been stripped of gear. A character who makes a successful DC 14 Intelligence (Investigation) or Wisdom (Medicine) check
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
several pumice stones for scrubbing. The drowned ones killed several hermits here, then hauled the bodies to area 14. The door from this area to area 11 has since been barricaded from this side. A
, one of them discovers a handwritten poem scrawled into the open cover of a book. The fragment was composed by Oloran, the chaplain of the garrison, the morning after Tammeraut sank. It was intended as
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
one? “The next time” in the spell description indicates that the extra damage applies only once, the first time you hit a creature after you finish casting the spell. Is the chill touch spell intended
you wonder whether a spell’s effects can be dispelled or suspended, you need to answer one question: is the spell’s duration instantaneous? If the answer is yes, there is nothing to dispel or suspend
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
series of three towers built into the walls at the western end of the Seatower neighborhood, the facility was intended to treat the sewage just before it enters the river, using vast enclosed holding tanks
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
halfling commoner, ever intended. For the past six months, bodies have been appearing in the alley just behind the halfling’s café. More than a dozen have appeared so far, never with any witnesses as to
the shield’s only magic, and that it did exactly what she intended it to do: draw in business. Still, it appears that there’s more to the shield’s story, for recently both Aurayaun and the shield
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to well-known organizations like the Harpers or Red Wizards of Thay, the symbols of those groups can be found among the corpses. Treasure. Gremorly left treasure on the bodies of his victims to lure
glyph has gone off, or if it is dispelled, the ritual rod can be safely moved, destroyed, or disassembled. The glyph doesn’t activate if the rod is moved without anyone touching it or approaching it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whispering through countless lichenous mouths. This effect can’t be dispelled. Improvise how the arrogant god comments on the characters’ situation. Gzemnid always refers to itself in the third
bridges or towers) by linking their bodies or dig around impediments. No matter how many modrons are destroyed, more take their place. Any non-modron that enters the path of the marching modrons on foot is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
the cells contain the frozen bodies of prisoners who died when Ythryn crashed or who perished from starvation not long afterward. Infirmary. If the characters spend at least 30 minutes searching the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of its turns and making no attacks. This illusion is intended to scare away intruders, though characters might be tricked into attacking it or wasting spells on it. A character can use an action to
has no substance and objects pass right through it. If the illusion is not dispelled (DC 16), it disappears after 5 minutes. The magic then resets, triggering again the next time one or more intruders
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The magic of traps A and C can be dispelled, or can be suppressed for 1 minute with a successful DC 10 Intelligence (Arcana) check. Trap A. With a successful DC 12 Wisdom (Perception) check, a
, read: Slabs set along the walls of this stone chamber hold human-sized bodies wrapped from head to toe in strips of off-white cloth. Even as the doors open, these wrapped bodies begin to rise.
The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
in this large foyer. Humanoid skeletal remains lie strewn about, their swords and armor bent and rusted. Something gleams next to the bodies propped along the northern wall. Double doors on the east
following aloud: From the north, you hear a faint voice mumbling profane phrases.
The cultists keep the door to the fodder chamber (area W9) closed in case the food intended for Ker-arach in the Sacred
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Hrakhamar Nearby volcanic eruptions forced the dwarves to abandon Hrakhamar (map 2.9). They always intended to reoccupy and reactivate the forge when it was deemed safe, but that day never came
interested in attacking adventurers directly, but they’ll gleefully loot the bodies of anyone who collapses in the smoke. If cornered, they beg for mercy. They offer to trade information for their






