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Returning 35 results for 'see of remove desire vecna'.
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Magic Items
Dungeon Master’s Guide
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
to a treacherous former servant of the lich Vecna the Archlich;Vecna. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each
Magic Items
Dungeon Master’s Guide
Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
Magic Items
Dungeon Master’s Guide
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
Magic Items
Dungeon Master’s Guide
This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert
or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are alive.
Monsters
Monster Manual
. Intelligence Saving Throw: DC 15, one creature the sphinx can see within 60 feet. Failure: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Curse of the Riddle", "rollDamageType
DC 15):
At Will: Detect Magic, Identify, Prestidigitation1/Day Each: Locate Object, Remove CursePsychicNecrotic, Radiant
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6
DeadRadiantDivine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the
Monsters
Monster Manual
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
each of its turns.
Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
death. Should you issue a suicidal command, the spell ends.
A 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
Magic Items
Dungeon Master’s Guide
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Magic Items
Dungeon Master’s Guide
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Species
Lorwyn: First Light
empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.
Some kithkin remove themselves from this empathic web
temporarily or even permanently for a variety of reasons, often due to trauma suffered during the Phyrexian invasion (see Lorwyn: First Light). Regardless, kithkin typically believe that betraying their own is
Monsters
Forgotten Realms: Adventures in Faerûn
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself
Monsters
Vecna: Eve of Ruin
.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60);{"diceNotation":"8d8
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
Magic Items
Forgotten Realms: Adventures in Faerûn
. The wonder chirps a merry, metronomic tune. The wonder chooses one ally that it can see within 60 feet. Until the start of the wonder’s next turn, the target has Advantage on the next ability
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
(see chapter 7 of the Dungeon Master's Guide):
1 minor beneficial property
1 minor detrimental property
1 major detrimental property
Sentience. The Crown of Horns is a sentient Neutral Evil
Monsters
Vecna: Eve of Ruin
hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.
Special Equipment. Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin
; Kas has earned many epithets during his long existence. He is a vampire, legendary swordfighter, and ruthless warlord, and he is driven primarily by one thing: his hatred for Vecna.
Kas resembles a
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that
Monsters
Vecna: Eve of Ruin
+6", "rollType":"damage", "rollAction":"Caustic Blast", "rollDamageType":"acid"} acid damage.
Psychic Whip. Tasha psychically lashes out at one creature she can see within 90 feet of herself. The
she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.Tasha’s path to greatness began when she was adopted by the arch-hag Baba Yaga, who named her Natasha
Equipment
throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic.
The type of lycanthropy depends on the lycanthrope used to create
Magic Items
Vecna: Eve of Ruin
After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time
, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the
backgrounds
Ability Scores: Intelligence, Wisdom, Charisma
Feat: Sharp Eye or a Dark Gift feat of your choice (see “Feats”)
Skill Proficiencies: Insight and Investigation
Tool Proficiencies
remarkable or terrible and now desire to unravel its mystery, or maybe you’re motivated by universal justice and honesty. Whether the cases you’re embroiled in are local crimes or eldritch conspiracies, you’re driven to reveal what others would keep hidden.
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
A nupperibo knows nothing but the desire to destroy non-Fiends
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Madam Eva
Legacy
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monsters
Curse of Strahd
":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her
. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse
Aasimar
Legacy
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Species
Volo's Guide to Monsters
receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
secrecy they desire is never worth endangering the innocent.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva&mdash
classes
Sword Coast Adventurer's Guide
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of
monsters
Monster Manual
Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
":"Stench Spray"} hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.Psychic
Monsters
Planescape: Adventures in the Multiverse
the spellcasting ability (spell save DC 12):
At will: guidance, light
1/day each: calm emotions, lesser restoration, remove curse, protection from energyA void soother cares for creatures struck by
speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"heal", "rollAction":"Soothing Word"} hit points.
Mummy
Legacy
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Monsters
Basic Rules (2014)
hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful
Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the
Monsters
Baldur’s Gate: Descent into Avernus
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
been. A redcap’s desire to slay is rooted in its will to survive.
VARIANT: MADCAPS
A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the
Monsters
Bigby Presents: Glory of the Giants
speed is reduced by 10 feet until the end of its next turn.Blizzard Escape. Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a
blizzard, reducing the damage to itself by half. The frostmourn can then magically teleport to an unoccupied space it can see within 30 feet of itself.When a frost giant is murdered in a dishonorable