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Returning 35 results for 'minus spell with only amount failed for long'.
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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
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
space of your choice up to 60 feet away from itself.
Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.
Spells
Player’s Handbook
, and you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor
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
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
by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.
You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced
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.
Magic Items
Dungeon Master’s Guide
maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
Magic Items
Dungeon Master’s Guide
Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
Magic Items
Dungeon Master’s Guide
a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.
amulet as a Spellcasting Focus for your Warlock spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have
Monsters
Monster Manual
: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
spell, the target’s Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag’s soul bag, and the target can’t be
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
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
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
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
Spells
Player’s Handbook
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
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
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic"} Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.Fire, Necrotic
Spells
Player’s Handbook
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
Spells
Player’s Handbook
saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
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
Magic Items
Dungeon Master’s Guide
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
(3d10 + 3)
Speed 30 ft., Fly 60 ft.
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
Mod
Save
INT
2
&minus
Monsters
Monster Manual
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
Magic Items
Dungeon Master’s Guide
spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one
Monsters
Monster Manual
", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points
equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.Legendary Action Uses: 3 (4 in Lair
Magic Items
Dungeon Master’s Guide
amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:
Splash. The decanter
produces 1 gallon of water.
Fountain. The decanter produces 5 gallons of water.
Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you&rsquo
Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
Magic Items
Dungeon Master’s Guide
against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Spells
Player’s Handbook
can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
You touch up to four nonmagical Arrows or Crossbow Bolts;Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
This staff has 10 charges. While holding the staff , you can use any of its properties:
Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
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






