Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'spell of reflected down versions'.
Other Suggestions:
spell of reflect down version
spell of respected down version
spell of respected down visions
spell of reflect down visions
spell of reflect down versions
Magic Items
Dragonlance: Shadow of the Dragon Queen
, the creature is immune to this mirror’s effect for the next 24 hours.
While paralyzed by the mirror, the creature sees events from their past reflected in the mirror’s glass. These
memories aren’t real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.
Medusa
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
creature is freed by the greater restoration spell or other magic.
Unless surprise;surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it
sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.Multiattack. The medusa makes either three melee
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
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
Monsters
Lost Laboratory of Kwalish
by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Monsters
Infernal Machine Rebuild
petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the
the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Light. The enhanced medusa can
monsters
its next turn. Success: Half damage only.
Spellcasting. The angel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC
. These horrors are creatures of celestial provenance that are either terrifying in their natural form or warped versions of their benign selves through interactions with ever-demanding mortals.Radiant
Monsters
Princes of the Apocalypse
its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised
eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright
monsters
ability (spell save DC 18).
At Will: Disguise Self (24-hour duration), Locate Creature1/Day Each: Circle of Death, Plane Shift, Power Word KillAlso called carperi, angels of death are sent to collect
are either terrifying in their natural form or warped versions of their benign selves through interactions with ever-demanding mortals.Necrotic, RadiantBludgeoning, Piercing, SlashingMisty Step. The
Monsters
Mythic Odysseys of Theros
by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Monsters
Acquisitions Incorporated
light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.
Innate Spellcasting. Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can
complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
At will: gaseous
spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips
Monsters
The Wild Beyond the Witchlight
Superior Invisibility. As a bonus action, Sir Talavar can magically turn invisible until his concentration ends (as if concentrating on a spell). Any equipment Sir Talavar wears or carries is
throws against spells and other magical effects.
Innate Spellcasting. Sir Talavar’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no
Tarrasque
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6;{"diceNotation":"1d6","rollType
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
Monsters
Icewind Dale: Rime of the Frostmaiden
its 2nd-level spell slots to cast upgraded versions of the thunderwave spell.
Spellbook. The wooden covers of Nass’s spellbook are bound in nothic hide, and silver clasps hold the book shut
object.
Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand
Equipment
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
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
Equipment
. 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
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
Equipment
. 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
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
Equipment
. 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 words
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Auril’s innate spellcasting ability is Charisma (spell save DC 21, +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Talons","rollDamageType":"cold"} cold damage.
Touch of Frost. Melee Spell Attack: +13;{"diceNotation
Magic Items
Infernal Machine Rebuild
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
deals an extra 1d8 force damage.
In addition, the weapon has the following properties:
Blighted Ruin. You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon
monsters
casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 15):
At Will: Disguise Self (24-hour duration), Locate CreatureWarding
devils everyone fears. These horrors are creatures of celestial provenance that are either terrifying in their natural form or warped versions of their benign selves through interactions with ever
monsters
the spellcasting ability (spell save DC 22):
At Will: Disguise Self (24-hour duration)1/Day Each: Control Weather, Plane ShiftLegendary Action Uses: 3 (4 in Lair). Immediately after another creature
than the demons and devils everyone fears. These horrors are creatures of celestial provenance that are either terrifying in their natural form or warped versions of their benign selves through
Equipment
. 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
by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
Equipment
climbing. 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
is affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
spellcasting ability is Charisma (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.
Necrotic Bolt. Ranged Spell Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 29 (5d8 + 7
(spell save DC 23):
At will: detect magic
3/day: dispel magic
1/day: time stop
Wand Spellcasting. While holding the Wand of Orcus, Orcus casts one of the following spells (spell save DC 18), some
Monsters
Icewind Dale: Rime of the Frostmaiden
sleep.Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Polar Ray"} to hit, range 120 ft., one target. Hit: 14 (4d6
until her concentration is broken (as if concentrating on a spell).Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Mythic Odysseys of Theros
Innate Spellcasting. Hythonia’s spellcasting ability is Charisma (spell save DC 18). She can innately cast animate objects once per day requiring no material components.
Legendary Resistance
effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Revised Artificer The Artificer class has been revised in line with the class revisions in the 2024 version of the fifth edition Player’s Handbook. The class includes a new spell. Additional content
that appeared as class feature options in previous versions of the class now appear as magic items in an appendix at the end of the book. This version of the Artificer includes a new subclass, the Cartographer.
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
revised Artificer, updated versions of new spell and new magic items compatible with the Artificer, and a brand new Artificer subclass: Cartographer. It also presents Dragonmarked feats: a new way to join the dragonmarked houses of Eberron.
Monsters
Icewind Dale: Rime of the Frostmaiden
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action.
Cold, PoisonFire
feats
Your spellcasting stimulates the latent changeability of your body. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If the result is equal to or lower than one-third
can spend 1 sorcery point (no action required) to extend the duration of the effect to 10 minutes. If an effect calls for a saving throw, the DC equals your sorcerer spell save DC.
Skinshift
feats
Your spellcasting stimulates the latent changeability of your body. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If the result is equal to or lower than one-third
can spend 1 sorcery point (no action required) to extend the duration of the effect to 10 minutes. If an effect calls for a saving throw, the DC equals your sorcerer spell save DC.
Skinshift
feats
Your spellcasting stimulates the latent changeability of your body. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If the result is equal to or lower than one-third
can spend 1 sorcery point (no action required) to extend the duration of the effect to 10 minutes. If an effect calls for a saving throw, the DC equals your sorcerer spell save DC.
Skinshift