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Returning 29 results for 'spell curing'.
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Magic Items
Dungeon Master’s Guide
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1d20
Bead
Spell
1–6
Bead of
Monsters
Tales from the Yawning Portal
only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Tentacle
creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it
Necklace of Prayer Beads
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20
Bead of...
Spell
1-6
Blessing
Bless
7-12
Curing
Cure wounds (2nd level
can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the
madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Becoming a Lycanthrope Mikhail Palamarchuck In Etharis, there are two well-known methods of contracting the lycanthropic curse. The first is being bitten by a lycanthrope and not curing the curse
. Do they wish to cure it before it progresses too far? Do they wish to understand it and make peace with the beast that resides within? Curing Lycanthropy
Once the character reaches Stage 1 of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Curing Madness A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the
madness, remove curse or dispel evil and good might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
travelling mystics to carry multiple curing ingredients, to sell for exorbitant prices. To cure a curse, a cursed creature must be targeted with a Remove Curse or Greater Restoration spell once for each
Curing Once a Shadowsteel curse is cast, it is notoriously difficult to cure. Many adventurers have fallen to a curse before they were able to gather a cure. As a result, it isn’t unheard of for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bead of … Spell 1–6 Blessing Bless 7–12 Curing Cure wounds (2nd level) or lesser restoration 13–16 Favor Greater restoration 17–18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bead of… Spell 1–6 Blessing Bless 7–12 Curing Cure wounds (2nd level) or lesser restoration 13–16 Favor Greater restoration 17–18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bead of … Spell 1–6 Blessing Bless 7–12 Curing Cure wounds (2nd level) or lesser restoration 13–16 Favor Greater restoration 17–18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bead of… Spell 1–6 Blessing Bless 7–12 Curing Cure wounds (2nd level) or lesser restoration 13–16 Favor Greater restoration 17–18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
might become and how it can be implemented in the campaign.
Guilherme Castro
Curing Vampirism
Once the character reaches Stage 1 of the Vampire Transformation, no typical magic like Remove
Curse can remove the affliction. Magic on the level of the Wish spell is needed to completely remove the Transformation and its Boons and Flaws.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
: Saving Throw. The target makes a saving throw against the spell when it is first cast. Even on a successful save, a Shadowsteel curse can cause severe harm. Initial Effect. This is the effect that
target makes an Escalation Check to determine if the curse advances to the next stage. Curing the curse at this stage requires Remove Curse or Greater Restoration and one cure component. Stage 2
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
a prolonged period also carries a similar danger.
Konstantin Porubov
Curing Shadowsteel Ghoul Curses
Once the character reaches Stage 1 of the Shadowsteel Ghoul Transformation, no
typical magic like Remove Curse can remove the affliction. Magic on the level of the Wish spell is needed to completely remove the Transformation and its Boons and Flaws.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dead father’s house. Curing her madness is key to your success.
This card refers to Stella Wachter (see chapter 5, area N4n). She grants the party no benefit unless her madness is cured. With her wits
elder, who is dead (see chapter 5, area N4o). If the characters cast a raise dead spell or a resurrection spell on his preserved corpse, Nikolai (LN male human noble) agrees to help the characters once he
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dead father’s house. Curing her madness is key to your success.
This card refers to Stella Wachter (see chapter 5, area N4n). She grants the party no benefit unless her madness is cured. With her wits
elder, who is dead (see chapter 5, area N4o). If the characters cast a raise dead spell or a resurrection spell on his preserved corpse, Nikolai (LN male human noble) agrees to help the characters once he
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with his troubles. See the “Hall of Knowledge” section below. Treasure. Moguhl and her bandits carry a total of 23 gp. The wererat also has a spell scroll of distort value (a new spell from chapter 3
worshipers in the serenity of Candlekeep. In the meantime, he hopes to impress church elders by running the Hall of Knowledge with an iron hand. Curing Lycanthropy. If any characters have lycanthropy from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with his troubles. See the “Hall of Knowledge” section below. Treasure. Moguhl and her bandits carry a total of 23 gp. The wererat also has a spell scroll of distort value (a new spell from chapter 3
worshipers in the serenity of Candlekeep. In the meantime, he hopes to impress church elders by running the Hall of Knowledge with an iron hand. Curing Lycanthropy. If any characters have lycanthropy from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
breathe. The creature can’t breathe normally again unless it succeeds on the saving throw, made again at the end of each minute. A remove curse spell also ends the effect, as does bottled breath (see
uses his innate darkness spell to retreat as soon as possible. Treasure Among the debris is a spider silk pouch with 23 pp and a necklace of prayer beads. The necklace holds one bead of blessing, one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of