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Returning 35 results for 'slowly spell'.
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slows spell
Spells
Player’s Handbook
’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
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
Spells
Player’s Handbook
these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
At the end of every
10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.
This spell can’t manipulate natural stone or stone construction. Rocks and
Spells
Player’s Handbook
Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.
Spells
Player’s Handbook
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
magic-items
This ring’s tiny chains rotate slowly around your finger while worn. Whenever you are affected by a spell that restores Hit Points, such as Cure Wounds or Healing Word, you can take a Reaction
to repeat the saving throw against an Enchantment spell that’s currently affecting you.
Shatter Enchantment. When you fail a saving throw against an Enchantment spell, you can take a Reaction
Magic Items
The Wild Beyond the Witchlight
the location of the happiest creature in the carnival.
The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the
carnival is dour, the top of the vane spins slowly counterclockwise.
Sentience. The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It
Magic Items
Princes of the Apocalypse
fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward
levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage.
Dancing Lights. The rothé casts dancing lights, requiring no spell components and using Wisdom as the spellcasting ability.Deep rothé are Underdark cattle
that communicate with one another using the dancing lights spell. Some scholars speculate that rothé came originally from the Feywild and brought the ability to cast the spell with them. Other
magic-items
sands in the hourglass move quickly if you cast Haste or more slowly if you cast Slow. Once the hilt has been used to cast one of these spells, it can’t be used to cast that spell again until the next dawn.
the Haste or Slow spell (save DC 16) from it. You have Advantage on Constitution saving throws you make to maintain Concentration on a spell cast in this way. While concentrating on such a spell, the
magic-items
The tiger’s eye gemstone at the centre of this ring gleams with the devious malice peculiar to the fiendish pygmy rakshasa. Spinning slowly in its socket, it studies its wearer and surroundings
the target of a spell or make a saving throw against a spell’s area of effect, you can use your reaction to tug at the Weave, consuming 1 charge and attempting to unravel the spell’s
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
magic-items
The tiger’s eye gemstone at the centre of this ring gleams with the devious malice peculiar to the fiendish pygmy rakshasa. Spinning slowly in its socket, it studies its wearer and surroundings
spell or make a saving throw against a spell’s area of effect, you can use your reaction to tug at the Weave, consuming 1 charge and attempting to unravel the spell’s magic. If the spell is of
magic-items
; you take 6d8 Necrotic damage, and you can’t remove the greaves unless you are targeted by a Remove Curse spell or similar magic. This Necrotic damage ignores Resistance and Immunity.
While
wearing the greaves, your legs remain broken but don’t hinder your movement. When you remove them after being cursed by them, your Speed becomes 0. For every 24 hours that pass, your legs slowly heal and your Speed increases by 5 feet (until it returns to normal).
magic-items
The tiger’s eye gemstone at the centre of this ring gleams with the devious malice peculiar to the fiendish pygmy rakshasa. Spinning slowly in its socket, it studies its wearer and surroundings
of a spell of 5th level or lower; if the spell is 6th level or higher, this property has no effect.
Arcane Interference. While wearing the ring, whenever you are the target of a spell or make a
spells
You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see within range for the next hour. Immediately before the target next takes damage, except psychic damage
, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
Move Earth
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Spells
Basic Rules (2014)
changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly
, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
Wall of Thorns
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Spells
Basic Rules (2014)
slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the
creature must make a Dexterity saving throw. It takes 7d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th.
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
Monsters
Quests from the Infinite Staircase
target has the petrified condition until freed by the Greater Restoration spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is
of bark and wood indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest.
Some barkburrs cling to the trees from which they sprouted, while others slowly wander
Monsters
Vecna: Eve of Ruin
. Melee or Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Caustic Blast"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6);{"diceNotation":"6d4
spells, using Intelligence as the spellcasting ability (spell save DC 22, +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: Detect Magic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.
If the snail succeeds on its
saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level
spells
slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
This spell’s damage increases by 1d8
You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered
magic-items
attack bonus) from them: Blight, Contagion, or Vampiric Touch. This version of Blight has a range of Touch instead of its normal range. Once the gloves have been used to cast a spell, they can’t be
used to cast that spell again until the next dusk.
Curse. When you pull these cursed gloves over your hands for the first time, make a DC 16 Wisdom saving throw. On a successful save, you are aware
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
magic-items
collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed in this way, its inner rings slowly spin on their own.
The bracelet has 10 charges, which are
. You can fold the rings back into place early as a Magic action.
Spells. Each kind of Astral Bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally
Monsters
Bigby Presents: Glory of the Giants
"} slashing damage if used with two hands.
Magic Stone. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Magic Stone"} to hit, range 60 ft., one target. Hit: 15 (2d12 + 2
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their appearance
Monsters
Baldur’s Gate: Descent into Avernus
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
teleport (3 charges).
Innate Spellcasting. Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:
3/day each: animate dead
Magic Items
Eberron: Rising from the Last War
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the
attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs
Equipment
affected by Flesh to Stone (spell save DC 15). Instead of transforming into stone, it slowly turns into solid delerium crystal. If it is wholly transformed into delerium, its body is equivalent in value
objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
Equipment
creature is affected by Flesh to Stone (spell save DC 15). Instead of transforming into stone, it slowly turns into solid delerium crystal. If it is wholly transformed into delerium, its body is equivalent
. Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
Zuggtmoy
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Monsters
Out of the Abyss
Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, locate
every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is
classes
Basic Rules (2014)
spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic
, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.
Wizards are supreme magic-users