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Returning 35 results for 'manner swimming with only are for for lasts'.
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Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Spells
Player’s Handbook
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Spells
Player’s Handbook
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Spells
Player’s Handbook
you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Magic Items
Mythic Odysseys of Theros
swimming speed of 60 feet.
Piety 25+. The bident has 1 randomly determined minor beneficial property.
Piety 50+. The bident has 1 randomly determined major beneficial property.
If you aren’t a
case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk.
Additionally, you can cast the dominate
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In a loose manner of speaking, the vampiric mist is the embodiment of
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of
humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants
Monsters
Baldur’s Gate: Descent into Avernus
rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Summon Erinyes (1/Day). Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears
can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he’s privy to all manner of dealings that might otherwise escape the attention
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a mockery of mortal life and its many
infected with a disease called the spores of Zuggtmoy, which lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must
Tsunami
Legacy
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Spells
Player’s Handbook (2014)
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.A creature caught in the wall can move by swimming. Because of
Freezing Sphere
Legacy
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Spells
Basic Rules (2014)
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
Geas
Legacy
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Spells
Basic Rules (2014)
understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner
ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Alter Self
Legacy
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Spells
Basic Rules (2014)
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an
underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
Otiluke's Freezing Sphere
Legacy
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Spells
Player’s Handbook (2014)
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
Modify Memory
Legacy
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Spells
Basic Rules (2014)
another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and
modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels
Spells
Xanathar's Guide to Everything
casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can
’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this
Spells
Xanathar's Guide to Everything
. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
for which you have the required piety: Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet. Piety 25+. The bident has 1 randomly determined minor beneficial property
Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On
. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving
feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10
spell ends. A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the duration. The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It
Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You
adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is
1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the duration. The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It
Remove Curse, Greater Restoration, or Wish spell ends this spell. Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is
1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage on failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute
. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You
adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that
were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone
within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and
they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When






