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Returning 35 results for 'failed twist'.
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Magic Items
The Book of Many Things
effect.
Twist of Fate. When a creature within 60 feet of you makes a saving throw or an attack roll, you can use your reaction to expend 3 charges and alter the outcome, turning a failed saving
Planar Binding
Legacy
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Spells
Basic Rules (2014)
failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature
of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell
magic-items
length of the line increases by 20 feet, for each additional charge expended.
Each creature in the area must make a DC 16 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much
.
Coldfire Flame. As a bonus action, you can twist the dragon’s maw 180 degrees, causing the flame to burn blue and deal cold damage instead of fire damage. This change lasts until you use a bonus action to turn it back.
magic-items
length of the line increases by 20 feet, for each additional charge expended.
Each creature in the area must make a DC 13 Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much
some extensive upgrades; it now boasts a nigh-on indestructible braided brass hose and can burn much hotter.
Coldfire Flame. As a bonus action, you can twist the dragon’s maw 180 degrees, causing
monsters
Forgotten Realms: Adventures in Faerûn
the time he was working to create the Crystal Shard, Zlan was a devotee of a god of darkness, confusion, and pain. Zlan likes to subtly twist minds to confusion and paranoia and doesn’t take
direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to
the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Backfire. When you use Dragon’s Breath and roll a
Backfire property and add the Coldfire Flame property. Coldfire Flame. As a bonus action, you can twist the dragon’s maw 180 degrees, causing the flame to burn blue and deal cold damage instead of fire
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandons her disguise, read: One of the birch trees in the yard begins to twist and creak, shrinking and uprooting itself. In seconds, an elf woman with white hair stands where the tree once did. She wears a
brown cloak clasped with a sunflower brooch and sports a sturdy, wooden prosthetic leg.
Derwyth’s attitude toward the characters depends on whether they passed or failed her test. Passing Derwyth’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandons her disguise, read: One of the birch trees in the yard begins to twist and creak, shrinking and uprooting itself. In seconds, an elf woman with white hair stands where the tree once did. She wears a
brown cloak clasped with a sunflower brooch and sports a sturdy, wooden prosthetic leg.
Derwyth’s attitude toward the characters depends on whether they passed or failed her test. Passing Derwyth’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandons her disguise, read: One of the birch trees in the yard begins to twist and creak, shrinking and uprooting itself. In seconds, an elf woman with white hair stands where the tree once did. She wears a
brown cloak clasped with a sunflower brooch and sports a sturdy, wooden prosthetic leg.
Derwyth’s attitude toward the characters depends on whether they passed or failed her test. Passing Derwyth’s
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: Instantaneous You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is
range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: Instantaneous You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is
range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
: Instantaneous You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is
range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Arkhan the Cruel is willing to commune with his goddess to this end, but only if the characters offer him a suitably potent gift. In an inscrutable twist, Tiamat decides to aid the characters, and
acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Arkhan the Cruel is willing to commune with his goddess to this end, but only if the characters offer him a suitably potent gift. In an inscrutable twist, Tiamat decides to aid the characters, and
acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Arkhan the Cruel is willing to commune with his goddess to this end, but only if the characters offer him a suitably potent gift. In an inscrutable twist, Tiamat decides to aid the characters, and
acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
once per day, you can require a character not from the Shadowfell to make a DC 10 Wisdom saving throw. On a failed save, the character is affected by despair. Roll on the Shadowfell Despair table to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
once per day, you can require a character not from the Shadowfell to make a DC 10 Wisdom saving throw. On a failed save, the character is affected by despair. Roll on the Shadowfell Despair table to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
make a DC 16 Wisdom saving throw. On a failed save, the creature takes 24 (7d6) psychic damage. On a successful save, the creature gains the ability to cast one spell of their choice from the cleric
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
make a DC 16 Wisdom saving throw. On a failed save, the creature takes 24 (7d6) psychic damage. On a successful save, the creature gains the ability to cast one spell of their choice from the cleric
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
once per day, you can require a character not from the Shadowfell to make a DC 10 Wisdom saving throw. On a failed save, the character is affected by despair. Roll on the Shadowfell Despair table to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
make a DC 16 Wisdom saving throw. On a failed save, the creature takes 24 (7d6) psychic damage. On a successful save, the creature gains the ability to cast one spell of their choice from the cleric
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. To pop it open, a character must twist a torch bracket on the wall. E4. High Priest’s Chamber This chamber is used by Ularan Mortus and contains his backpack, bedroll, and a casket of treasures. Two
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. To pop it open, a character must twist a torch bracket on the wall. E4. High Priest’s Chamber This chamber is used by Ularan Mortus and contains his backpack, bedroll, and a casket of treasures. Two
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. To pop it open, a character must twist a torch bracket on the wall. E4. High Priest’s Chamber This chamber is used by Ularan Mortus and contains his backpack, bedroll, and a casket of treasures. Two
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M8. Control Room This central area once served as the bridge of the planar craft. This area is a maze of damaged controls and broken machinery. Countless wires twist their way across the walls
which skill has the best chance to convince a brain to keep its disks active. If that check is subsequently failed, both of that specific brain’s disks are deactivated. If brain number 2 or any three