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Returning 35 results for 'mechanical slot with only adhere from for leaves'.
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Spells
Player’s Handbook
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
creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Spells
Player’s Handbook
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
on a turn makes a Constitution saving throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Green Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is
concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Moonbeam
Legacy
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Spells
Basic Rules (2014)
assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher
Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Monsters
Candlekeep Mysteries
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible
Monsters
Locathah Rising
visible outside it.
The sphere vanishes at the end of the rest or when Amble leaves the sphere.
Hold Breath. Amble can hold their breath for up to 1 hour at a time.
Spellcasting. Amble is a 12th-level
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Disintegrate
Legacy
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Spells
Basic Rules (2014)
of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0
of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Backgrounds
Planescape: Adventures in the Multiverse
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Wall of Ice
Legacy
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Spells
Basic Rules (2014)
destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw
. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the
Hallow
Legacy
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Spells
Basic Rules (2014)
leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than
the slot you used to cast this spell, can't illuminate the area.
Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell
spells
Eberron: Forge of the Artificer
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Homunculus Servant
Tiny
Antimagic Field
Legacy
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Spells
Basic Rules (2014)
suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed
the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
clambers out and attacks. Manipulating Time Having a mechanical guide spend 1 charge within 5 feet of the pit evolves the otyugh into a neo-otyugh, which leaves the pit and attacks any creatures it can see
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mimics in disguise. They are magically compelled to remain in this room and adhere to creatures only when Granny Nightshade orders them to do so. The mimics are trained in nonlethal combat
crunching leaves. “Let’s have some tea.”
Skabatha Nightshade (see appendix B) obeys the rule of hospitality (see “Rules of Conduct” in chapter 2) and presents herself as a kind host who is keen to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
19: Elevator Room The northern door to this chamber is yellow. The round platform in the center of this room is a mechanical elevator, which connects to area 27 above and area 32 below. A character
lever’s right is a card slot. On the lever’s opposite side protrudes a circular mechanism with three interlocking dials, each with a set of alien glyphs around the circumference. The lever won’t budge
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different form until it leaves the spell’s light. On your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 save, a creature takes half as much damage only. A creature also
makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 save, a creature takes half as much damage only. A creature also
makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of
failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw
, taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw
, taking 5d6 Cold damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E5: Planartarium Car Glowing symbols on the floor line the perimeter of this domed car. In the middle of the car is a mechanical model suspended over a dais that has more glowing symbols on it. The
Outlands. If the train is in some other location not represented in this car, no mote is visible. Donation Tube The short tube rising from the floor near the dais has a slot large enough to insert coins
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
45. Gargoyle Guardians At the bottom of the grand staircase, a resonant mechanical rumbling emanates from a dark shaft opening up in the middle of this chamber’s floor. Four cylindrical stone
pedestals surround the shaft, each ten feet tall, five feet wide, and featuring a tiny slot in its side. Squatting atop each pedestal is a large four-armed gargoyle.
Any character looking down on the room
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of
failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level (3 slots): counterspell, dispel magic, fireball, haste 4th level (3 slots): blight, greater invisibility 5th level (3 slots): animate objects, Bigby’s hand, scrying 6th level (1 slot): chain
lightning, globe of invulnerability 7th level (1 slot): finger of death, forcecage 8th level (1 slot): incendiary cloud, power word stun 9th level (1 slot): power word kill Deactivating or destroying
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area
. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Manipulating Time Having a mechanical guide spend 1 charge in this area taps into the ritual magic Seodra is using to craft the demilich’s skull, causing a random character to age by one year. This effect can be reversed by casting a remove curse spell using a 6th-level spell slot.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
normally. The Mad Mage has a different spell list from that of the archmage in the Monster Manual, and he has already used one 1st-level spell slot to cast mage armor on himself, one 4th-level spell
slot to cast polymorph on himself, one 7th-level spell slot to cast Mordenkainen’s magnificent mansion (see “The Mad Mage’s Mansion”), and one 8th-level spell slot to cast mind blank on himself
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mechanical creations to sit dormant. The hallways and rooms are dusty, showing few signs of life or movement. Except where otherwise noted, all areas of the super-secret basement have the following
has an easily spotted 6-inch-wide slot on its back, with the edge of a round disk protruding from it. A character within 5 feet of the buzz saw who succeeds on a DC 10 Dexterity (Sleight of Hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
, scrying, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability
7th level (1 slot): finger of death, simulacrum
8th level (1 slot): feeblemind, mind blank
9th level (1 slot






