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Returning 35 results for 'manner score with only affected form for light'.
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manner stone with only affected form for light
manner scores with only affected form for light
manner smoke with only affected form for light
manner short with only affected form for light
Magic Items
Dungeon Master’s Guide
the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
Monsters
Monster Manual
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
"}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours
Magic Items
Dungeon Master’s Guide
greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Type of Giant
Strength
Rarity
Potion of Hill
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or
Spells
Player’s Handbook
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
Spells
Player’s Handbook
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Magic Items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Monsters
Monster Manual
":"1d10", "rollType":"damage", "rollAction":"Fire Form", "rollDamageType":"Fire"} Fire damage.
Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
Monsters
Monster Manual
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
Spells
Player’s Handbook
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
Spells
Player’s Handbook
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Monsters
Monster Manual
3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Spells
Player’s Handbook
and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a
-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist
Monsters
Monster Manual
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Monsters
Monster Manual
Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
Spells
Player’s Handbook
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the
Spells
Player’s Handbook
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Phandelver and Below: The Shattered Obelisk
one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
Monsters
Phandelver and Below: The Shattered Obelisk
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
Monsters
Princes of the Apocalypse
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
, and the affected creature can’t benefit from being invisible.
Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other
Monsters
Phandelver and Below: The Shattered Obelisk
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
Monsters
The Wild Beyond the Witchlight
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
doesn’t function at the start of the wereraven’s next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack (Human or Hybrid Form
Monsters
Waterdeep: Dungeon of the Mad Mage
Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the assassin can take the Hide action as a bonus action
damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in






