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Returning 27 results for 'vivid spell'.
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void spell
Monsters
Journeys through the Radiant Citadel
of the pariâs next turn.
Spellcasting. The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will
: detect evil and good
2/day each: cure wounds (as a 6th-level spell), lesser restoration
1/day each: commune (as an action), dispel evil and goodA pari is an angelic harbinger gifted with foresight
Monsters
Quests from the Infinite Staircase
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: Mending (as an action), Prestidigitation
2/day each: Invisibility
ideas into vivid illusions.
A leprechaunâs adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their
Equipment
Plane spell. The orb then disappears.
87â88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken with
objects float around randomly.
05â06
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
Contact Other Plane spell. The orb then disappears.
87â88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken
. Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
Equipment
Other Plane spell. The orb then disappears.
87â88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken
. Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
Equipment
Other Plane spell. The orb then disappears.
87â88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken with
. Unattended objects float around randomly.
05â06
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
Other Plane spell. The orb then disappears.
87â88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are stricken
. Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
Equipment
the Contact Other Plane spell. The orb then disappears.
87â88
Each creature within a 30-foot-radius immediately hallucinates their own inevitable death in such a vivid manner that they are
climbing. Unattended objects float around randomly.
05â06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
learn new magic. No matter how much he studies or researches new magical lore or spells, he cannot master them. He can use and prepare any spell he already knows but can no longer advance the magical
research that formerly drove his life. Vivid nightmares wherein Indreficus taunts him for his failures compound Hazlikâs frustrations, and he avoids sleeping to prevent them. By employing rare herbs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of vivid flowers dot the green hills.
As you reach the top of yet another riseâthis one blanketed with fragrant heatherâthe scenery is interrupted by a giant web that stretches out just a couple
whom Shalfey sent to track down the star. The messengersâ minds were drained by the memory web before death. As a result, the Speak with Dead spell and similar magic yield only confused, meaningless
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the nearest creature. 61-70 The character experiences vivid hallucinations and has disadvantage on ability checks. 71-75 The character does whatever anyone tells him or her to do that isn't obviously
coins. 11-20 The character experiences vivid hallucinations and has disadvantage on ability checks. 21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
with it! Whatever the characters try and whatever their die rolls indicate, use vivid descriptions to keep things exciting. Here are some of the most likely approaches. Negotiate with the Merrow The
weapons and casting spells. Explain the characterâs different weapons and spell attacks.
This merrow looks fearsome but doesn't present too much of a threat to the characters. They should be able
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
instead of the spell effects in the Playerâs Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also
normal speech or spellcasting. 51â60 The character must use his or her action each round to attack the nearest creature. 61â70 The character experiences vivid hallucinations and has disadvantage on
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
surfaces are in the characterâs space. A character who is under the effect of a feather fall spell can be knocked prone by the trap but takes no damage from it. Roll with It! As an action, a character
the ship starts to spin, Petty Officer Winston Ryeback activates magic tattoo on his arm that allows him to cast the feather fall spell once. The tattoo then vanishes. If Miken, KrikâLit, and Pffred
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creeps through the jungles of Chult. Contact with this thin, blue, odorless mist can infect giants and humanoids with blue mist fever. A dispel magic spell destroys the mist in a 20-foot square
mist must succeed on a DC 13 Constitution saving throw or become infected with blue mist fever. An infected creature begins seeing vivid hallucinations of blue monkeys 1d6 hours after failing the save
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold ideas into vivid illusions. A leprechaunâs
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: Mending (as an action), Prestidigitation
2/day each: Invisibility, Phantasmal Force
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Midnaâs Lair An apprentice of Halasterâs claimed this area as her own work space centuries ago, using her mastery of the unseen servant spell to create multiple invisible helpers. Even after her
Degeneration The walls of this passage are painted with images of wizards succumbing to madness and being transformed into nothics. One particularly vivid image shows shafts of eerie green light
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characterâs possession, the character relives the first ten years of their life as a vivid dream whenever they finish a long rest. After 8 days, the rose wilts and loses this magical property. 2 âThis little
encased in the ingot. With 12 hours of work, a creature using masonâs tools can free the character from the ingot. The character can also use a misty step spell (or some other magic that doesnât require
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was
gain the following benefits: Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you. Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the
the Remove Curse spell or similar magic. If this effect reduces the creature to 0 hit points, it dies. The grove gets its name from the unusual will-oâ-wisps that inhabit it. These will-oâ-wispsâthought
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Xvarts Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creatorâs appearance. They stand
ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this towerâs exterior. A glyph for the symbol (insanity) spell is hidden
through the towerâs entrance and resets after 24 hours. Once inside, the characters can ascend to the top of the tower. When they arrive there, read: A huge anvil chiseled with vivid blue runes rests in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
any attack, spell, or other effect except those that turn Undead. The host remains in control of their actions, but they can hear Demetrius in their mind. The host also inherits the following flaw: âI
will stop at nothing to seek vengeance on Darius.â As an action, a host inhabited by Demetrius can ask the spirit to cast one of the following spells (spell save DC 13), requiring no material
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
reflecting pool dances with the twilight colors of the sky above. Luminous butterflies flit above vivid flower beds that stand to the left and right of the pool.
Just outside the gatehouse stands a
Knock spell, but doing so prompts the guardians to attack. P5: Entrance Hall This airy chamberâs floor, walls, and lofty ceiling are made of gleaming white marble. Two doors lead from the room to the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
drift with a peculiar languidness. A woman sleeps in one of the beds.
This 20-foot-high chamber is affected by a persistent Silence spell. A Dispel Magic spell ends the effect. Aura of Slumber
with the characters if they wish. A character who touches Alamar-Vatashiâs incorporeal palm experiences a vivid vision of the day Landro came to this mountain on the Day of Mourning. This touch doesnât
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towerâs roof is missing.
A detect magic spell cast here reveals an aura of divination magic. When the characters reach the top floor of the spire, read: Large gashes in the roof allow you to see the
the orb, the character touching the orb experiences a vivid vision of the targetâs location and knows how far away it is and in what direction. Such insight, however, comes with a risk: a creature
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
luxurious entertainment room. Glowing glass panes adorn the front of the machines, which sport buttons, rods, slots, wheels, and other interactive components. Their luminous screens dance with vivid
. On a failed check, the robots continue their assault. S26a: Detention Cells. This room contains six containment cells, each protected by a permanent Wall of Force spell. The spell can be disabled or






