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Returning 35 results for 'spell of retain down versions'.
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Spells
Player’s Handbook
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spells
Player’s Handbook
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.
Your game statistics are replaced by the stat
Monsters
Eberron: Forge of the Artificer
Charisma as the spellcasting ability (spell save DC 17):
At Will: Dancing Lights, Darkness, Minor IllusionUmbragen drow are the descendants of drow who fled the giants and found refuge
surface in the wake of the giant empire’s fall, they retain a spiritual and physical connection to the darkness below. Umbragen shadow walkers weave shadow magic to confound foes.Radiant
Water Breathing
Legacy
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Spells
Basic Rules (2014)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage.
Grave Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Grave Bolt"} to hit, range 120 ft., one target. Hit: 13 (3d8
deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, disguise self, mage armor, minor illusion
1/day each: darkness, dimension
Necrichor
Legacy
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monsters
Van Richten’s Guide to Ravenloft
placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hits
damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor’s next turn.
Necrotic Bolt. Ranged Spell Attack: +6;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium
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
Locathah Rising
spellcaster. Their spellcasting ability is Wisdom (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Amble has the following
statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to
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
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
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
Bigby Presents: Glory of the Giants
kills the target by extracting and devouring its brain.
Mind Bolt (3/Day). Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Bolt"} to hit, range 120 ft., one
ceremorphs serve mind flayer colonies, protecting the elder brain;elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins.Psychic
Magic Jar
Legacy
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Spells
Basic Rules (2014)
living body (and ending the spell) or attempting to possess a humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil
and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the
Ki-rin
Legacy
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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
Dhampir
Legacy
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Species
Van Richten’s Guide to Ravenloft
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire
from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D
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
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
Hexblood
Legacy
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Species
Van Richten’s Guide to Ravenloft
DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature
ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Hexblood Traits
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
Curse of Strahd
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
mongrelfolk to its original form using a greater restoration spell, but the same can’t be said for a mongrelfolk’s offspring. Only mongrelfolk that are made by magic can be restored to their
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
Reborn
Legacy
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Species
Van Richten’s Guide to Ravenloft
with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Reborn Traits
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
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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
Magic Items
Vecna: Eve of Ruin
chosen creature’s appearance exactly, including its voice. Your size and speed are replaced by the chosen creature’s. You otherwise retain your own game statistics. While in this new form
spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a Wish spell.
While wearing this crown in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Breathing 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours This spell grants up to ten willing
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
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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