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Returning 35 results for 'glowing cure leaving'.
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Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Monsters
Guildmasters’ Guide to Ravnica
cables, and its hands are scaly claws.
The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position
Monsters
Eberron: Rising from the Last War
much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.In the final days of the Last War, House Cannith
unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war
Monsters
Acquisitions Incorporated
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last — leaving her with nothing but the all-consuming desire to seek out
Magic Items
The Book of Many Things
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Priest. Your Wisdom score increases by 2, to a maximum of 22.
Prisoner. Glowing chains made of magical force appear
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a
Species
Spelljammer: Adventures in Space
live for centuries, typically up to 500 years.
Autognome History
d6
Story
1
Your creator gave you autonomy and urged you to follow your dreams.
2
Your creator died, leaving you
certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type. (The autognome is a noteworthy
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
glowing sphere of hidden knowledge in some impossibly distant place. The vision fades into darkness, leaving only Vecna’s glaring left eye.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E4: Cargo Car A battered war machine rests at one end of this spacious car. Acid drips from a hose-like weapon mounted on the front of the vehicle, leaving a sizzling hole in the train car’s floor
as much on a successful one. A creature reduced to 0 hit points by this damage is dissolved, leaving behind any objects it was carrying or wearing. Once used, the sprayer can’t be used again. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it. Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
buried in bogs, leaving them as secrets for others to exhume years later. Many people pray to her before undergoing a medical procedure, picking herbs, or confronting a venomous animal. Nights of a waxing
festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
slaying the monstrous guardians of a place that holds the medicine needed to cure a plague. Then, before leaving the area, they or the god’s other servants might sow the seeds of a new threat. Despite any
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
orange and places it on the table. He waves his hand over the gem, and a glowing blue image of a building floor plan appears in the air above it. He taps the gem, and the image vanishes. The sapphire
splits into sections, and he passes one fragment to each of you. The fragment grows warm in your hand, melts, then vanishes, leaving a warm, tingling sensation behind. “Think about the map of Revel’s
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
orange and places it on the table. He waves his hand over the gem, and a glowing blue image of a building floor plan appears in the air above it. He taps the gem, and the image vanishes. The sapphire
splits into sections, and he passes one fragment to each of you. The fragment grows warm in your hand, melts, then vanishes, leaving a warm, tingling sensation behind. “Think about the map of Revel’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, two chasmes fight a hezrou. All three demons are glowing.
Drow. Two opposing groups of drow are peppering one another with spells and crossbow bolts, ignoring the demons. Ten drow spread out north
, escapes using greater invisibility, leaving his forces to die fighting the hezrou. He has expended all his spell slots and must drink a potion (see “Treasure” below) to restore his lost hit points. If he
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
multiclass character with multiple spell lists, these spells are added to all of them.) Witherbloom Spells Spell Level Spells 1st Cure Wounds, Inflict Wounds 2nd Lesser Restoration, Wither and
glowing green thread 2 A set of rabbit bones 3 A pair of thick knee-high waders, stained with muck and moss 4 A slimy green tentacle, which occasionally wriggles 5 A notebook containing waterproof paper 6 A necklace of five small vials, each filled with luminescent white liquid
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this trap is disintegrated, leaving only its
uncooked remains of his svirfneblin, grimlock, quaggoth, and drow victims. XP Awards. If the characters cure Sladis Vadir’s madness, award each of them 100 XP. If he is safely returned to Morista Malkin in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
priests, Syndra learned that the affliction was widespread and that no spell could cure it. She spoke to her friends among the Harpers, who determined the source of the affliction: an ungodly necromantic
was later destroyed by the Spellplague (or so it seemed), during which Ras Nsi lost his power to create and command undead. He withdrew to the city of Omu, leaving the vestiges of his undead army to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the many battles of the Blood War, leaving him with terrible scars and a brain injury that has turned his alignment to chaotic good. Krikendolt’s comrades learned that he pities the abyssal chickens
Krikendolt into their care if they offer the right price. Krikendolt knows Avernus well, so he makes a good traveling companion and guide. The characters can cure Krikendolt of his disorder using a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
) bludgeoning damage plus 3 (1d6) psychic damage.
The townspeople in the crowd quickly back away, leaving the characters to handle the situation. The townspeople beg the characters to subdue the
harm. The townspeople promise to keep the infected villagers safe until some cure can be found. (They don’t know that the only cure is defeating the mind flayer fanatics.) Once the chaos from the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clan was destroyed to the last — leaving her with nothing but the all-consuming desire to seek out and destroy those responsible. As a guardian of the wild, Walnut has long held an antipathy toward
(at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
3rd level (3 slots): call
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
black, serpentine cables, and its hands are scaly claws. The gaze of a medusa’s glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin.
6 Locusts, cicadas, wasps
city’s walls.
9 A hermit who is a local legend comes to town and delivers a warning.
10 A dead angel falls from the sky in a fireball that strikes the earth, leaving a charred skeleton with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
massive, glowing scorpions rush from a shadowed alley. Prince Kirina draws a sword and races forward, while Prince Simbon hesitates before following.
The crowd flees, leaving only the characters and
Equipment
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
Equipment
a horrific display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and
teleported to the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery
: “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. “Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre
Equipment
display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
Equipment
horrific display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair
the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius






