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Returning 35 results for 'minus spell with only advance for for loyal'.
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minute spell with only advance for for loyal
minutes spell with only advance for for loyal
miles spell with only advance for for loyal
Monsters
Monster Manual
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
Monsters
Monster Manual
is destroyed if its penalty reaches −5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Magic Items
Dungeon Master’s Guide
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of
stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
Spells
Player’s Handbook
Modifier
Secondhand (heard of the target)
+5
Firsthand (met the target)
+0
Extensive (know the target well)
−5
You Have the Target’s...
Save Modifier
Picture or other likeness
−2
Garment or other possession
−4
Body part, lock of hair, or bit of nail
−10
On a successful save, the target isn’t affected
Monsters
Monster Manual
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike
":"Poison"} Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Poison
Monsters
Monster Manual
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind
", "rollDamageType":"Poison"} Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Poison
Spells
Player’s Handbook
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Spells
Player’s Handbook
succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Spells
Player’s Handbook
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both
Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
Spells
Player’s Handbook
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Magic Items
Dungeon Master’s Guide
, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides.
Random Properties. An Orb of Dragonkind has the following random properties
charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell
Charge
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
Magic Items
Dungeon Master’s Guide
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar
Spells
Player’s Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5
;t stunned.
Spellcasting. The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: light, mage hand, message, prestidigitation
2
Monsters
Quests from the Infinite Staircase
Multiattack. The champion makes two Arcane Burst attacks or makes one Arcane Burst attack and uses Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType
":"force"} force damage.
Spellcasting. The champion casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: Light, Mage Armor (self only), Mage
Monsters
Icewind Dale: Rime of the Frostmaiden
serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.
Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.Force Fist
Monsters
Fizban's Treasury of Dragons
kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to
a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Monsters
Waterdeep: Dragon Heist
Gnome Cunning. Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
Monsters
Strixhaven: A Curriculum of Chaos
spell’s spellcasting ability, or the spell fails and is wasted.Professors of theory advance the Quandrix philosophy that math-magical manipulation is most powerful in the abstract dimension of
Multiattack. The professor makes two Heuristic Lance attacks. It can also use Overriding Theorem, if available.
Heuristic Lance. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType
Monsters
Acquisitions Incorporated
ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will
than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he's ever really warmed to, which doesn't do either of them any good.
Monsters
Planescape: Adventures in the Multiverse
can’t increase. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell. When the cursed target’s Charisma becomes 2, the target dies, and its head
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
Monsters
Curse of Strahd
","rollDamageType":"slashing"} slashing damage, or 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"roll","rollAction":"Battleaxe"} when used with two hands.
Hurl Flame. Ranged Spell Attack: +5;{"diceNotation
took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master’s mansion. When he isn’t enforcing the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
Slime","rollDamageType":"acid"} acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal
Monsters
Acquisitions Incorporated
the following spells, requiring no material components:
At will: mage hand
Spellcasting. Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation
":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following ranger spells prepared:
1st level (4 slots): alarm, animal friendship, hunter's mark
2nd level
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Staff", "rollDamageType":"poison"} poison damage.
Wildfire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus
armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command






