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Returning 13 results for 'minus soul'.
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Raise Dead
Legacy
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Spells
Basic Rules (2014)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Resurrection
Legacy
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Magic Items
Lost Laboratory of Kwalish
space you occupied when you disappeared. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the
black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish’s lab in Daoine
magic-items
D&D Free Rules (2024)
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devils should roll initiative. The dreamscape combat that follows pits the characters against the dream-devils. The characters begin combat at full hit points, minus any psychic damage taken in the
troops in other ways, she can provide any or all of the following as well: As many as three soul coins, which the characters need to fuel their infernal war machines A silvered weapon of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devils should roll initiative. The dreamscape combat that follows pits the characters against the dream-devils. The characters begin combat at full hit points, minus any psychic damage taken in the
troops in other ways, she can provide any or all of the following as well: As many as three soul coins, which the characters need to fuel their infernal war machines A silvered weapon of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
damage die of this bonus attack is 1d4 instead of 1d6. Level 9: Soul Blades You can now use the following powers with your Psychic Blades. Homing Strikes. If you make an attack roll with your Psychic
first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
damage die of this bonus attack is 1d4 instead of 1d6. Level 9: Soul Blades You can now use the following powers with your Psychic Blades. Homing Strikes. If you make an attack roll with your Psychic
first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the room’s perimeter are ten wooden bunk beds, next to which are unlocked footlockers containing ordinary clothes belonging to the cultists. Ten cultists gather here, minus any cultists defeated in
Charisma (Intimidation) check, or by proving that he has lost his spellcasting abilities. If the characters kill Thavius, they can encounter him again in chapter 3, after his soul is turned into a devil
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the room’s perimeter are ten wooden bunk beds, next to which are unlocked footlockers containing ordinary clothes belonging to the cultists. Ten cultists gather here, minus any cultists defeated in
Charisma (Intimidation) check, or by proving that he has lost his spellcasting abilities. If the characters kill Thavius, they can encounter him again in chapter 3, after his soul is turned into a devil
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wights (one per coffin), minus any that have been teleported away (see “Teleport Traps” at the start of this section). Lifting a coffin’s lid requires an action and a successful DC 15 Strength check
visage, a spectral elf maiden twisted by the horror of her undead existence. She wails, and the very sound claws at your soul. The spectral elf is a banshee that attacks the characters on sight, using
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wights (one per coffin), minus any that have been teleported away (see “Teleport Traps” at the start of this section). Lifting a coffin’s lid requires an action and a successful DC 15 Strength check
visage, a spectral elf maiden twisted by the horror of her undead existence. She wails, and the very sound claws at your soul. The spectral elf is a banshee that attacks the characters on sight, using